Unreal Engine 4.23 Preview

TAA with late update in SteamVR is still broken after that last fix (UE-74991). That fix improved the game thread latency, which maybe makes the bad velocity vectors from late update be less severe, but the problem remains.

I just submitted a bug report, and made this as a test project to demonstrate the issue:

https://drive.google.com/open?id=1O0…rbfhNpnJrHWFOq

You can use the motion controller triggers to toggle late update on and off and see the problem.

I also agree with you that RT Shadow and RT AO are already very good, both in terms of effectiveness and performance. RT reflection is also good, but the effect is not so complete. But RTGI is really terrible. At present, RT GI can only be used to capture and produce some non-real-time content. If a better performance of RTGI can be used for mixing effects, it is very desirable as a whole.

LPV and SSGI actually don’t look so good. Maybe the future direction will be better RTGI or other types of GI technology.

My company bought expensive hardware to benefit from realtime raytracing, but it seems like a fraud. Since the first announcment almost 1.5 years ago, they marketed the hell out of the technology. It seems they have selling contracts with Nvidia, to promote their much to expensive hardware. By the way Epic Games made billions last year, i really cant understand why they dont increase the development team rapidly, and focus on this long promised feature? Chaos is nice, but why Epic Games is so often switching the focus and many of the cool engine features are not near to stable? For example PixelStreaming, ControlRig, Niagara and so on ? Its really frustrating. Please increase the development resources dramatically, or stop promoting features, that you couldnt deliver in the near future. It is okay, that development needs its time, but this marketing strategy is just a fraud

The current iteration of ray tracing is still in the early phase of things, mostly due to hardware restraints. If you want a fully complete version of it, that handles all of the effects, it’s likely going to take a few years for the hardware to be powerful enough to handle it. The difference between the current implementation and some super complete version might be a frame time impact of 10 fold; which hardware isn’t really ready for yet. Also, Epic has to do a lot of refactoring of the engine to make the rest of it work.

As for niagara, it’s going to take them a while to perfect it because it’s a huge undertaking. If you aren’t satisfied with their current progress on it, then use cascade…?

The argument that they need to stick more people on the development is kind of pointless because you really don’t want 50 million people working on the same section of the engine. That’s a lot of toes to trip over with coding. A real world example that I can think of: Let’s say you need to dig a 2x4 meter hole to fix a water main(just happened outside my house the other day). Which are you going to go with, 20 people with shovels or 1 person in a small backhoe? Sure, the 20 people with shovels could probably do it in roughly the same amount of time, but at the risk of them getting in each other’s way and if anything, they will constantly be slowed down waiting their turn to scoop. That and you can’t really easily fit 20 people in a 2x4 meter hole. The same goes with working on portions of a game engine.

the point is simple: Epic Games makes raytracing and other features seem much better than they really are at the moment. And that’s just misleading at a certain level. Nobody would have had a problem with that if they had taken a few more years, or at least made it clear that the technology isn’t far enough at the moment. That would be honest and fair. But since you have done exactly the opposite, I think you can also be criticized for that. I think your comparison limps at 2 points:

1.) you can code with a lot of people on a topic if the management is good and the work is divided into many small sections.

2.) you can work with a lot of people faster and at the same time on several large projects and complete them. Epic develops new features like ControlRig, AR Implementation, Niagara, PixelSteaming, makes a huge breeze around these features, but then apparently changes focus and doesn’t complete any of these features that are actually useful for developers. With a much bigger team, you might be able to make new features usable. And don’t always open up new topics, increase people’s anticipation extremely, and then sometimes not develop the features further for months or years.

i’d rather have 3 stable features than 50 experimental /beta features that you can’t use in productions for years

Yes, because RTGI and SSGI are in the early phase of development. Not mentioned in any release notes yet, because these features aren’t ready to use yet…
The unfinished feature is included in the current release to avoid creating too many engine branches for rendering development.

Sometimes I got feeling that we should have “unreleased notes” for unfinished features that many people try to use
https://forums.unrealengine.com/core/images/smilies/wink.png

Nope. 9 women can’t give birth to a baby in a month. This is a common misconception about software development. You can’t infinitely hire developers and expect faster/better effects.
The first article I found in Google after searching a phrase above: 9 women can't give birth to a baby in a month

Epic is constantly hiring and you’re behaving like giving them 101 lessons on software development.

Epic didn’t lose focus on Niagara. Every release brings a huge improvement and many developers working on it. It’s just the entire next generation FX system created from scratch. You can check progress on the first page of this thread, Trello’s roadmap, Github’s branch for Niagara. Or simply try preview release.

Yeah, Epic didn’t develop ControlRig for a while, but they presented progress lately, definitely working on it.


I can’t see where Epic over-promoted raytracing. Perhaps “Early access” label wasn’t clear for users, now they started tagging such systems as “beta”.
There was only one release of Unreal Engine with raytracing - it required at least 1.5 years of work and large rendering refactors.

A year ago, before announcing RTX cards, people didn’t believe who could actually have realtime raytracing soon. They were like “yeah, maybe in the decade”.
It’s already working for companies working on beefy GPUs for visualization purposes. It’s huge progress since the last year.
In case of video games, most probably raytracing will become common with the premiere of new consoles - coming the next holiday.

It’s not a fraud, it’s a natural process of developing software.

Exactly! Too many people, that have no real experience working with large teams on projects, think that throwing more people at a problem will solve it faster. It’s not the case. I’m normally an electromechanical engineer, so I don’t exactly have experience in working with large game dev teams, but based off my experience with engineering projects, throwing more people at a problem doesn’t solve it faster. There’s a serious diminishing returns effect to it and that starts to cost a company a lot of money, for a very marginal gain in output.

@Lesuge There is a misconception on what is being doing on the current engine progress. There were different approaches and “states” for the realtime raytracing, the first time they showed it live to the public was the Star Wars demo, which required an absurd hardware (already obsolete), but it was an internal project and worked with a non-released experimental engine code. I am sure any company wanting to have access to that specific code would have cut a deal with Epic for this. In fact at any certain point in time, any company can have access to specific code Epic show in events, because it is unlikely that code will be made public, because it is not tweaked to all scenarios. Only companies with appropriate staff for dealing with that code would probably have access to it, like a big game studio, otherwise it will be a lot of trouble for Epic to diverge efforts, unless they are paid for it, just to support a version which will be completely different anyway.

What Epic is doing right now is making the engine ready for a public release in their regular releasing schedule and that everyone can have access to a universal code targeted for all industries: game, arch-viz and film.

At the 1st event, there were no promises on a specific release for it to be completed, but they were talking about its current state at every event they are participating. Is it a fraud? Absolutely no. It is a technology that needs time to mature and be ready for all usage scenarios, since they have different performance expectations.

I noticed there are some errors when I’m trying to run Unreal Engine 4.22.3. As I remember I reported this bug. Fix it,please?

To be clear on this: Im in general a fan of Epic Games and the progress that the engine takes in the last years is really amazing.

Im not a newbie to software development, i work in a team of 10 people, sure thats not comparable to the UE development, but its a similar system. Its often not easy to work on the same Feature with many people and it requieres a good management and communication. But in general more developers can work on different features. And it seems that the core team at Epic shifts focus too often in my opinion. It seems that they have to do this bcause the team is too small. If they increase their team dramatically, there could be a core team of 5-10 people which concentrate on one specific feature and develop it until it can be used in production. But Epic opened tons of new features in the past and always shifted focus so that many features are not ready to use.

Its a general trend, that they open dozens of new features, but none of them is really usable. So there are 2. options in my opinion. Increase the team size, that they havent to shift focus from one topic to another or finish one feature before concentrating on the next one. Its not useful for users of the engine to have hundreds of early acess features, they can only experiment with.

and there are literally hundreds of topics they opened from rendering in general, to vfx to sound to VR/AR to multiplayer management, to scripting to modeling to animation and so on. Its nice that they work on so many new features, but for customers i think its a better way to finish one topic after another

Uh, so just **dont’ **go all in developing with experimental features then?

if you’re as experienced a UE dev as you say, you’ll have probably realized by now that this is just how it works with UE.

  1. Feature goes in (experimental) < - This is where you are apparently developing. (You should just be experimenting with the feature, or learning the concepts behind it)
  2. It’s broken or incomplete for a while
  3. Its ready <- This is where you should be developing a shippable product with that feature.

Also, when it comes to Raytracing it seems pretty obvious that it’s basically just a gimmick feature to sell Nvidia cards at this point. I actually laughed when I saw the “real time reflections” Star Wars demo , because the fidelity was only marginally better than what you’d get with SSR or other way cheaper effects but it was being hailed as the next coming.

tldr -

  1. temper your expectations abit, and don’t invest too much effort in developing for obviously experimental features.
  2. realize that technology is and always has been more hype than substance.

Patience is a virtue :slight_smile:

Except Epic has over 1000 employees… I’d assume there are quite a few coders in that mix.

Yeah, they experiment a lot and get feedback on them. A lot of them get shelved because there wasn’t enough interest in them and it’s not worth the time to finish developing. I mean look what happened with material layers, it was worked on for quite a while, but didn’t quite pan out the way they wanted it to, so they shelved it.

I’ve never tested it, but in this day and age, I’d almost be certain that the editor occasionally sends telemetry data back to Epic for what’s being used and what isn’t. Sure, the editor can run just fine without a connection, but if it is connected, I’d bet it randomly sends information. It would be foolish if they didn’t. Not just crash report data, I’m talking about from the actual editor itself. It probably wouldn’t be specific code or anything and would be anonymous data, but it could check what features are being used and such. It would be an easy way to get a feel for what percentage of users are actually using the experimental features, to see if they should continue pumping resources into it or not.

Hi,

I’m posting this again, but now with more information about the problem:

I’m trying this tutorial, but it doesn’t work on 4.22: https://youtube.com/watch?v=aPo8FsZzF4w
Some people say on the comments that it’s not working on 4.22, and it’s not working to me also.

I opened the old version of my project on 4.20 and tried the “Mask material only in early Z-pass”. Project Settings > Engine - Rendering > Optimizations > Mask material only in early Z-pass.

On 4.20 it works and I have a lot more frames per second, but on 4.22 it doesn’t work.

**Someone know if it’s fixed on 4.23? **

If it’s not fixed on 4.23, I think I will downgrade the project to the 4.20 version.

Last time I counted people submitting code and content for dev-niagara, it was around 15 people. If I remember correctly… Tried to count again now, but after merge from other branches, all engine commits are mixed…
They already do what you’re suggesting. It just takes time, especially if have to make every feature working properly on all platforms. Figure out entirely new workflows, write a lot of custom UI, handle all edge cases…

Of course. One example would be counting how many times Matinee will be converted to Sequencer in 4.23.
https://github.com/EpicGames/UnrealE…626bfb375f00fe

Unreal Engine Issues and Bug Tracker (UE-76059) Says it should be fixed for 4.23

Cool, sounds like a much more efficient way of figuring out what to work on with an engine. Especially when you have hundreds of thousands of people using it. Personally, I have no problem with them knowing what features I’m using and whatnot. So long as they aren’t snooping on my actual code, I couldn’t care less (as long as it’s not having an effect on my computer or internet connection).

Thank you! :slight_smile:

Now I’m dealing with error code 0x000007b. In Unreal Answers Hub I already explained my error message when I was trying to open Unreal Engine 4.22.3 on my 64-bit Windows 8.1.

The biggest benefit ist not the better quality, but the interactivety, the reflection /shadow updates in realtime. That nothing is just baked in. And sure in understand the process from early acess to beta to final, but as i said, i think its more useful that they give us unreal developers fewer features that we can experiment with but can expect that the feature will soon be production ready.

For me it makes little sense to experiment with features that either won’t be usable for years, or will even be discontinued completely, or will no longer have any meaningful use after their completion, because the technology and the workflows have changed for a long time.

Material Layers are a perfect example, they are soo useful in comparison to the unhandy material function approach. But they shifted the focus.

Not every feature should need the utmost attention to be developed further at all

So if I have error code when I’m trying to open Unreal Engine 4.22.3 in Epic Games Launcher/Store 0x000007b it means I have to fix Visual C++ 2015, right? What should I do in case if it’s updating all one day for eternity(it’s taking too much long time to wait when it will fix itself) just like in my case? Is there any way to fix it guys?