What does “landscape tessellation performance improvements” mean? Does it mean that areas with a tessellation multiplier of 0 won’t incur any tessellation cost?
How come volumetric light / fog have been ignored / pushed back again? The one ticket with the single most votes in rendering which was scheduled for July… ._. really sad.
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I’m hyped, as always!
Can we get some info about these mysteries?
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The PhysicalAnimationComponent is a much improved interface for using animation output to drive physics bodies. It takes the animation data and works out what forces and torques to apply to the PhysicsAsset on a SkeletalMesh to try and match that anim. You can choose whether those forces are applied relative to the component or to the parent body. This combines with the new ‘Physics Profiles’ feature of PhysicsAssets to let you do a lot more with physical animation such as hit reactions, partial ragdoll etc.
The PoseDrive node is a way to implement things like a Pose Space Deformer (PSD). You author a set of poses for a bone, and the corresponding blend shape weights for each pose. You import that as a PoseAsset (also new in 4.13) and associate that with the PoseDriver node. Then as the bone approaches each pose, we activate the curve weights associated with that pose. To do this we use what is called an RBF (Radial Basis Function, a gaussian in this case). You can probably find a lot more about PSDs and RBFs by googling! It is quite a common technique in visual fx, and increasingly of interest to game developers.
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I’m sure that’s LOD you’re referring to, not tessellation
“should” be there now too
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for the enviroment i work is kind of necesary because we are doing a space to ground based game with big maps, so this is a great new for the team i guess
Good performance improvements using forward rendering in VR. It’s not quite as fast as the oculus build but the output is more akin to the regular renderer. I can run my game at 150 percent which is ok, but i need a higher oversampling to get clear image quality in the distance. In the oculus build I can run at 250 percent/90fps and my distant landscape is crystal clear. Looking forward to further improvements to this renderer and hopefully a merge with nvidia’s multires tech too.
[=.Wenograd;575507]
No, it’s not. I’m not sure where that rumor sprung up, but we only just got the topic back in focus on the to-do list recently, they won’t have results so quickly.
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Good performance improvements using forward rendering in VR. It’s not quite as fast as the oculus build but the output is more akin to the regular renderer. I can run my game at 150 percent which is ok, but i need a higher oversampling to get clear image quality in the distance. In the oculus build I can run at 250 percent/90fps and my distant landscape is crystal clear. Looking forward to further improvements to this renderer and hopefully a merge with nvidia’s multires tech too.
Great work!
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By any have you played around with the number of dynamic lights and can say something about the performance impact (since i wont be at my main pc until tomorrow)
These sound intriguing so hoping to be able to catch the livestream for more info,
Physical Animation Component (Experimental)
Pose Driver Animation node (Experimental) EDIT: Ah read the reply above for these ones!
Pose Asset
Definitely testing this one to see if I get some performance improvements playing ‘video textures’ in my VR project,
Media Framework Overhaul
Forward shading? Have to look into this too as any ways to get faster rendering are much appreciated to hit those pesky 90fps. (I wish they stayed at 75 as with DK2)
Might this pave way for improved forward rendering style AA methods too maybe? That would be great as that is a not working great at the moment, but I will post separately about that.
Forward shading? Have to look into this too as any ways to get faster rendering are much appreciated to hit those pesky 90fps. (I wish they stayed at 75 as with DK2)
Might this pave way for improved forward rendering style AA methods too maybe? That would be great as that is a not working great at the moment, but I will post separately about that.
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The forward renderer supports MSAA, but thats only in master and not in 4.13.
Whats really important for me is that there’s some way to have SSAO or something similar with forward shading. I know its not as easy as with deferred, but I would gladly pay the extra cost for the depth buffer for it. At the moment there’s no dynamic AO with forward shading I think, at least in 4.13.