[=jjkramhoeft;286360]
which oculus sdk version should I use for 4.8.0 preview 1 ?
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I believe we’re still Oculus Runtime - 0.4.4
[=jjkramhoeft;286360]
which oculus sdk version should I use for 4.8.0 preview 1 ?
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I believe we’re still Oculus Runtime - 0.4.4
Is Dynamic GI just Heightfield GI? Do we combine that with Static and Stationary lighting for interiors?
[=TheAgent;286365]
There isn’t a bug report on that one, but I mentioned it on a different forum post a while ago. Wasn’t sure if that was something you were aware of.
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Yeah, there’s a few other widgets that are lacking some controller support improvement. To my knowledge nobody has done plumbing to improve that one.
[=;286378]
Yeah, there’s a few other widgets that are lacking some controller support improvement. To my knowledge nobody has done plumbing to improve that one.
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Is there anyway this can get added in to next release? Or is it complicated to add? If there is anything I can do source code side, I can make a post on Answer HUB to have it on record. Thanks!
Thanks a lot for this Preview Build. Does this version have DFGI?
[=;286371]
Dynamic GI + Open World Support. Awesome <3
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How many fps do you get with this scene? On what hardware?
When I created such a scene in 4.7 all grass decreased my fps a lot.
[=;286371]
Dynamic GI + Open World Support. Awesome <3
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In notes i don’t see Dynamic GI, where you enable that ?
I don’t see GI in your scene only black shadows with some of light by skylight ?
And Open World Support is there before 4.8.
[= ;286384]
How many fps do you get with this scene? On what hardware?
When I created such a scene in 4.7 all grass decreased my fps a lot.
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I got FPS drop to 30 in small scene on a 780GTX and a ghosting effect by foliage shading like in 4.7
*Using default scene
Hey guys I noticed sample character textures are in 4k!
That adds a hefty size to your project for not that much of a quality gain over 2k (or 1k?) for a placeholder character. that’s 20Megs per texture though in your game build package.
Now I know we can limit this ourselves etc. but it might be worth considering an optimization on size.
Edit: With that change (and using awesome new size mapper!) I reduced texture size from 56Megs for 3 textures to 6Megs (by using 2048, 512 and 512 sizes) with very minimal impact on perceived quality)
This sounds really cool: “New Procedural Mesh Component (Early Access), for easily creating 3D meshes at runtime using Blueprints or C++”
Makes me wonder though why there is no painting/changing of vertex colors at runtime?
[= ;286384]
How many fps do you get with this scene? On what hardware?
When I created such a scene in 4.7 all grass decreased my fps a lot.
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GTX 970, 80 FPS, 1,5 mln of grass instances and 1500 trees. Assets from Kite Demo.
#bluemanshouldstayblue amirite?
Loving new post processing changes! improved motion blur, DOF and post volume settings are now easier to work with!
There may be a bug in UE 4.8 Preview. My driving game uses three Scene Capture 2D actors as rear-view mirrors (left side, center, right side). “mirrors” work fine in UE 4.7. One of mirrors shows view from interior camera in UE 4.8. Since playing a game within UE4 Editor seize control of mouse, I can’t take screenshots using Windows Snipping Tool. How do I take screenshots? Do I need third-party program? How do I fix mirror problem?
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How do I take screenshots? Do I need third-party program? How do I fix mirror problem?
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On your keyboard, search for a key called “Print screen SysRq”
It should be on top right of keyboard, next to F12.
Nothing will happen at first glance, but when you then go into photoshop and create a new image ( suggested size will magically match your desktop resolution), you can paste image in with Ctrl+V.
Then crop as desired.
This little key is all we had in days of DOS :rolleyes:
Does Epic have any plans to add better support for in-game, playable video files?
Hi,
I have tried 4 times to download and install preview, but I get an error each time: Install Failed - A file corruption has occurred. Please try again.
Any idea what might be causing this?
Thanks,
很好很好很好很好很好很好很好
new grey guy is a perv in FPS template, this is what happens when you jump:
https://.com/=mca4C9eAaLY
All procedural instanced meshes have no collision now. Is that a bug?