Release too early to mass will just cause headache because there will be to many complaints and the technical feedback would not be high quality.
Release it too selected team who are expert in their domain and are actually using/testing it with real stuff is much better.
In same time that is true too. Anyway lets hope for best outcome for both sides of users vs developers and then something good will come eventually. ![]()
Thanks
I use this setting, I think it come from robot recall
+CVars=r.ScreenPercentage=100
+CVars=r.SSR.Quality=0
+CVars=r.MotionBlurQuality=0
+CVars=r.SceneColorFormat=3
+CVars=r.LensFlareQuality=0
+CVars=r.Tonemapper.Sharpen=0
+CVars=r.HZBOcclusion=0
+CVars=r.Shadow.ForceSingleSampleShadowingFromStationary=1
+CVars=r.AmbientOcclusionLevels=0
+CVars=r.MSAACount=4
+CVars=r.DepthOfFieldQuality=0
+CVars=r.ReflectionEnvironmentBeginMixingRoughness=0.0
+CVars=r.ReflectionEnvironmentEndMixingRoughness=0.0
+CVars=r.Shadow.FadeExponent=5
+CVars=r.Shadow.FadeResolution=128
+CVars=r.Shadow.MaxResolution=256
+CVars=r.ReflectionEnvironmentLightmapMixLargestWeight=1
+CVars=r.RHICmdBypass=0
Quite a few changes and some of world comp has gotten harder to work with. Though overall not too bad. I wont burn any time on the water stuff. Honestly great idea bad implementation VS what is available.
Any news regarding perfomance on next patch?
In general, Iām waiting for a new version of the water plugin where compatibility with World Composition will be fixed
(Now water is not rendered there if it is located at sub level)
Is it just me or foliage tool acts little bit wonky and often do not remove some foliage( yes all are selected). 4.25 managed foliage well.
you and I both. lol. water is dead if you canāt use with world comp. kinda useless for 99.9% of games not germs.
No word on 4.26.2 - 4.26.3 hotfix release?
Please fix this is ā ā ā ā ā ā me off, it happens on my 2nd screen on drivers above 460.89 on my RTX 3080.
Itās rare that we announce dates for any of our releases. Delays are not always related to the state of the software, it could be a random issue that would delay the release by a day, but that could be on a company holiday, or a Friday, etc.
That said, weāre currently working on .2 which should go live in the next month ![]()
oh good a birthday gift for me. can you please tell them to fix water for my birthday so it works with world comp? lol
Iāve seen in other threads that UE5 adds a āgrid sliced worldā option instead of the current World Composition. If thatās the future, perhaps water will work with grids, but not WC, and WC will be relegated to ālegacyā status?
I wonder if it will be difficult to transfer the world from WC to World Grid?..
Shouldnāt be. Especially if there wonāt sublevels in the proper tile-streaming system. Every actor instance will be stored as a separate asset on disk. Basically, our sublevels would be converted to as many files as actor instances.*
At least that how they present the new system in their presentation a long time ago. And how it works in open-world engines I worked with ![]()
- Unless⦠Epic would use something like ālayersā to group a small number of actors together. It would be useful for scripting, i.e. āload destroyed version of the village in response to the player decision in the storyā.
Any chance that VR issues with 4.26 will be fixed ?
Which ones are you specifically referring to?
So everyone, there is no doubt there will be 4.27 ahead: Oodle now free to use in Unreal Engine via GitHub - Unreal Engine
Not the one who posted but the new water is not working with instanced stereo. Volumetric clouds donāt work in VR at all and Iām having huge performance drops using volumetric fog but thatās been a problem for the last few iterations of UE already. Any groom stuff such as the metahumans demo just fully crashes when previewing in VR. Niagara particle systems dont work properly with instanced stereo on either which has been a problem since 2019, itās marked as fixed in 4.26 in the bug report but people are still having issues: https://forums.unrealengine.com/development-discussion/vr-ar-development/1664139-niagara-render-broken-in-vr-with-instanced-stereo-on/page2.
Iāve been refreshing git commits on the master branch of UE4 daily but Iām getting worried a lot of these problems wonāt get fixed before the next hotfix or even 4.27.
Iām hopeful though, Victor is there any chance you could get some info from the VR team on what theyāre working on or is there not a dedicated group of people working on VR related issues? Would love to know what the gameplan is for VR looking forward to UE4.27 and UE5 as our small team is all in on it but weāre being hamstrung by many features not working as intended.
Happy about Oodle in general as perhaps there is even bigger hope for more optimal games for future, of course if developer itself applies/crafts techniques well.