[=MichaelEmouse;615089]
Do I understand correctly that it will be possible to make most assets use deferred shading (for maximum lighting-related performance) while transparent/translucent assets and assets with multiple materials will be able to use forward shading for optimal results?
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No. You need to choose - and forward won’t support all shading models.
Just trying the new LOD reducing. Not sure if this is now Simplygon-based or not but it works quite nice, only thing that is missing: it needs a progress bar! Especially for larger meshes. And it could be multi-threaded but this is just a wishlist item but the progress bar would be nice so it does not break with UE Editor user experience. Not sure if a progress bar is possible for the final version?
Hi everyone, seeing lots of questions around our new Auto LOD feature. To confirm, this is a new native feature built by Epic. It is not Simplygon.
Re-posting the notes:
Automatic LOD generation for static meshes can now be accomplished without middleware plugins.
The high level settings for controlling the generated LODs are in the static mesh viewer under LOD Settings.
“LOD Group” provides a list of presets. These can be changed per project in BaseEngine.ini under [StaticMeshLODSettings]. The use of LOD groups is suggested.
If modifying details of auto generation for each LOD, they can be found under Reduction Settings.
Thanks for clearing that up. I was already thinking that this is not Simplygon.
As another suggestion: The user should be able to pic a static mesh asset from the content browser instead of having to export the asset as *.fbx and then import that fbx-file in the “Import LOD1” file dialog that pops up.
Or is there a way to use a static mesh as an LOD directly from the Content Browser that I am not aware of
Other than that, the feature is quite nice and works really good from my first tests. Only thing is the progress bar is sometimes not visible and was always 0% and then done in my case and, as suggested above, it could be multi-threaded but this is just a wish
Thank you Epic. I just tried the forward renderer on a PC VR (Vive) project and I was able to increase the screen percentage from 120 to 180 without any frame rate loss (with TemporalAA and DOF on). I tried MSAA but it seems to be too expensive and dropped my frame rate down to 45 (even with DOF off). I had to significantly drop down screen percentage to get back to 90 (around 110). MSAA looks nice and sharp but using TemporalAA and a high screen percentage seems quite close and with better performance. Is this the expected results with MSAA? Also, will SSAO be implemented in the final 4.14?
Thank you Epic. I just tried the forward renderer on a PC VR (Vive) project and I was able to increase the screen percentage from 120 to 180 without any frame rate loss (with TemporalAA and DOF on). I tried MSAA but it seems to be too expensive and dropped my frame rate down to 45 (even with DOF off). I had to significantly drop down screen percentage to get back to 90 (around 110). MSAA looks nice and sharp but using TemporalAA and a high screen percentage seems quite close and with better performance. Is this the expected results with MSAA? Also, will SSAO be implemented in the final 4.14?
[=crowl;615360]
Hi everyone, seeing lots of questions around our new Auto LOD feature. To confirm, this is a new native feature built by Epic. It is not Simplygon.
Re-posting the notes:
Automatic LOD generation for static meshes can now be accomplished without middleware plugins.
The high level settings for controlling the generated LODs are in the static mesh viewer under LOD Settings.
“LOD Group” provides a list of presets. These can be changed per project in BaseEngine.ini under [StaticMeshLODSettings]. The use of LOD groups is suggested.
If modifying details of auto generation for each LOD, they can be found under Reduction Settings.
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Glad to hear it, thank you for clearing that up. The two announcements happening in such close proximity and on the same version number was raising a few questions. Are there plans for expanding the system Epic is working on in the future to work with skeletal meshes and HLOD as well?
[=;615637]
Does this mean that these are in the works for the near future? The only thing holding me back from using it in my project is the lack of SSR.
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Are there any plans to fix MSAA to a working state before release? It’s significantly worse than not having antialiasing at all. Here’s what it looks like with msaa samples set to 4:
[=;615845]
MSAA is ugly on my computer too. Really really not as good as Temporal AA, even if it doesn’t have the ghosting issue that plague temporal.
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Check out some of the responses from in this thread in the VR Section of the forums.
He mentioned this specifically about some features with MSAA that you’re seeing:
[]
Additionally, certain features do not handle MSAA properly yet and may exhibit artifacts along object edges. These are DBuffer Decals, Dynamic shadows and Capsule Shadows.
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I don’t think he mentioned in the post, but it’s more likely these fixes will be added or improved in the next releases of the engine. There is still some work ahead for the Foward Renderer.
[=.Wenograd;615623]
Glad to hear it, thank you for clearing that up. The two announcements happening in such close proximity and on the same version number was raising a few questions. Are there plans for expanding the system Epic is working on in the future to work with skeletal meshes and HLOD as well?
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We do intend to expand on our native LOD functionality over time.
[=Slayemin;612355]
Is there any news on whether or when we’d get mixed reality support?
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I’m very interested in an update on this as well. The UE4 Roadmap board still lists mixed reality as being worked on in “September & October” so I was hopeful it might show up in 4.14.
DFAO seems to have an effect even when skylight is set to stationary. The issue is visible when looking at grass/foliage, some AO/darkening happens as they’re swaying in the wind even with skylight set to stationary.
That is very annoying we can’t get the lighting to look right.
MSAA has a lot of fundamental limitations regarding screen space effects, which is why they never bothered to implement it until now.
Things like motion blur and shadow upsample filtering rely on per pixel data that cannot be interpolated, so you can’t apply them to a post-resolve multisample buffer without fringing artifacts. The only thing you can do is try to cover them up with extra processing, but those solutions are all special case, and you can find tons of academic papers on the subject of g-buffers with MSAA, all with different tradeoffs and invariably significant costs.
“Rendering Updates:
A Forward Shading Renderer for VR (Experimental) that supports high-quality lighting features, enables Multisample Anti-Aliasing, and is faster than the Deferred Renderer in select projects.”
Forward shading!!! I hope they keep updating it. It’s always great to have more options to work with.