Any tips on how to make them track again in preview 6?* [HR][/HR]EDIT: I can confirm that the linked solution still works in preview 6, I had an unrelated hardware issue with my controllers.
Hahaha, I remember those old cards. Not sure if you are trolling or not, but… An 8600 is basically 1/30th as powerful as a GTX 970, and 1/45th as powerful as a 1070. Not to mention it’s ranked in the bottom 30% (#410 / 555) of all graphics cards currently in existence.
I would highly recommend anyone still working with an 8000 series or 9000 series be prepared to upgrade your graphics cards.
Back on topic… This is a great update, lots of solid fixes here. Keep it up guys!
Doesn’t matter with the controller tracking, when you assign motion source it will randomly crash the engine since preview 5, which means you can’t use the motion controller in 4.19 right now. Anyone else have this issue?
Well, I remember running running UDK on a MacBook Pro Early 2008 with 8600M GT back in the days. It didn’t take long before I fried the chipset due to running UDK on that laptop. These days I use a 460 GTX on my home PC and a 750 Ti and a 1050 Ti at work. The 750 Ti is not that bad for a standard 1080p output but it cannot handle my QHD monitor. 1050 Ti is fine though. When I run the engine at home with 460 GTX, I’ll get a very very bad frame-rate despite the fact that my system is very powerful. A 7820x CPU with 16 threads, 32 GB of memory running at 3200 MHz, and a Samsung 960 Pro NVMe2 as storage. The VGA kills the PC for my Unreal Engine development. My work PC with a 6600K CPU (8 threads), 32 GB memory and a regular slow SSD runs the editor smoother than the home PC due to the 1050 Ti card. This has brought me to my knees so I had to throw some budget at it. I cannot even imagine a 8600 to run UE4 editor.
Well, I had a limited budget at the time and suddenly the price of power supplies and VGA cards boomed due to cryptocurrency mining. So, I had to pay double for the SLI 1080 Ti I had in mind and a suitable power supply that could handle that setup. Hence, I decided to wait for a saner price or get a second hand VGA for a good price in case prices are going to stay the same for now.
Any information on how to use the new dynamic origin stuff in sequences? I’ve been trying to figure it out or find any information other than a quick few sentences about it in the video for this on youtube.
I can’t find anything interesting for now but if I only use the HMD in VR Preview mode ,it won’t crash until I turn on the controller, then it will randomly crash the game within 1-5 mins.
Edit// Got ArCore working with 4.19-6. Had to log into a google account in order to download the latest ArCore.
Lots of ArPortal tutorials out there but can’t find a single one done with Unreal4 yet. Is this more difficult for us due to using deferred instead of forward rendering? Was hoping there would be a portal example in our default AR map since everyone is doing it but I don’t see one in there.
I think I’m missing something here… So I was under he impression that the temporal upsampling feature is similar to checkerboard rendering, which should allow you to get higher frame-rates with minimal loss in quality. So I thought, hey, this would be perfect to use on the MacBook where the frame-rate suffers. However, while the loss in quality is very minimal, I’m finding that the frame rate drops when I enable this feature, even at the lowest screen percentage of 50%. In the editor, this is what I’m seeing:
Temporal AA enabled @ 50% screen size: 45fps
Temporal AA enabled @ 100% screen size: 38fps ← this I expected as there is a cost to enabling the feature
Temporal AA disabled @ 100% screen size: 47fps ← this is not expected, higher fps with feature disabled and screen size @ 100%
So after this I disabled high-dpi mode as I figured that maybe it’s enabling the retina display mode for the 3D window or something that could be affecting performance, but from there I’m finding a drop from 67FPS with TAA disabled, to 50fps with TAA enabled with a screen size of 50%. In other words, I end up with a frame rate lower than simply disabling this feature and not using temporal upsampling at all.
What am I missing here? Is the feature simply a conceptual feature which isn’t actually useful in the real world yet, or is there something else I should be doing in addition to enabling temporal upsampling in the project settings and dropping my screen size to reap the benefits?
in version 4.19 (preview 6) when I use the foliage tool and multiply objects, then when I press the “shift” key these objects are not deleted, and in version 4.18 everything works and when the “shift” key is pressed, everything is deleted.
I really hope this can make it in before the official release, because it is forcing me back to 4.16
Brief summary:
If a scene capture camera is in the level that has capture every frame turned on, it causes GPU particles to not collide with anything in the scene because some how they think they are not being seen. Video and pics at link above.