I’m cant figure why, but my standard bloom effect seems to be very different from what I see for others. The image below is the minimum scale of my bloom where the effect is not so blocky. Going under 4 with scale results a really ugly glow effect no matter how I play with the advanced settings. I just want a standard glow effect, but can’t seem to get a result even remotely acceptable.
I actually tried in multiple projects, but it seems impossible to get the reference look. Did UE4 developed backwards in this?
Hi ClockworkOcean! It’s a pleasure, I always see your name in the weekly Unreal videos
I know the reason now, but still don’t know how to fix it. The thing I didn’t mention is that it’s a VR project, maximum quality, using deferred shading renderer. I opened a non-VR project and the glow works as you showed.
Do you know If there are any settings to improve this in the VR template project, or will this need some more advanced shader development?
edit: the goal is basically a somewhat realistic-looking sun in space.
Thanks for the effort in any case. The doc is pretty handy, although I think most of these extreme optimizations are meant for mobile VR. PC VR should be able to handle a little extra (depending on the PC specs of course).
In my case, I don’t even care if I will not have 90 fps constant, I think the visuals will compensate as long as you don’t feel that it’s low FPS. I know that 90 fps is recommended in general, by my experience is that anything above 45FPS works just fine. When I first had my headset, I used a 1050TI, and had a framerate under 30. now that was giving us a headache. Later got a 2060S and even though I don’t get 90FPS all the time, I don’t get any headaches or such.
In any case, I do hope that UE4’s built-in scaling will help if someone really wants that 90FPS, sacrificing the visuals. Since it will be a space sim, I have to use dynamic lights, unfortunately.