Unreal Engine 4.8 Released!

[=;343885]
What’s this? I googled a bit and found a mention of parallel rendering effects (but found no more info than that phrase itself) and I am greatly interested.
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Have a look at this thread.

[=;343665]
Was this issue fixed in 4.8.3 or will it come in 4.8.4?

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Hi ,

I checked the GitHub commit linked in the post you quoted and it looks like that is included in 4.9. At this time, I am not aware of any plans for a 4.8.4 hotfix. If you have built your Engine from source code, you can merge that code into your Engine’s source code and rebuild the Engine to include it. If you are using the binary version of the Engine installed through the Launcher, this will be included in the release version of 4.9. We apologize again for the oversight that resulted in this being left out of 4.8.

[= ;344492]
Hi ,

I checked the GitHub commit linked in the post you quoted and it looks like that is included in 4.9. At this time, I am not aware of any plans for a 4.8.4 hotfix. If you have built your Engine from source code, you can merge that code into your Engine’s source code and rebuild the Engine to include it. If you are using the binary version of the Engine installed through the Launcher, this will be included in the release version of 4.9. We apologize again for the oversight that resulted in this being left out of 4.8.

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Thanks for the reply, there is nothing to be sorry about. Stuff just happens.

[=MaxL;337196]
It’s great that you’re working on all these fixes. It seems a lot of people are having problems with mobile, but I haven’t had any issues luckily. Maybe my projects are too simple. I’m using OnePlus One and launching to it from the editor works smoothly on 4.8.2.

I do wish however that the engine could turn off some advanced features so as to support DirectX9. In addition the online subsystem while powerful seems unrefined. I’m currently facing a lot of crashes when attempting to do it through code. The host creates his own game successfully at which point I OpenLevel with the listen option and StartSession, because I read that there was a bug previously if you didn’t. The client then attempts to find sessions, but doesn’t find anything and crashes out the editor on exit whereas in a packaged game it crashes if I attempt to find session a second time.
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Launching from the editor to the device works in 99% of the cases that’s what makes it so irritating working with UE4. Even with 4.9 preview1 I can launch to my device with no issues, packaging it normally how ever doesn’t work at all anymore.

Seems anything after 4.3/4.4 is complete rubbish to build android games on. I’m really hoping for some better support on the mobile platforms as it’s way behind the competition at this moment. I rather have them release a bug-fix release instead of a newer engine version over bloated with new features that keeps fixing old issues on the background. Seems the whole development cycle is just off lately as more get’s broken than fixed.

We got a working project on Unreal Engine 4.7.6 that works like a charm on VR at 60 fps, then we did a copy of it for working on 4.82, and we have a drop down to 38 fps. Same project, different engine versions…any tips?

[=malcriado;347044]
We got a working project on Unreal Engine 4.7.6 that works like a charm on VR at 60 fps, then we did a copy of it for working on 4.82, and we have a drop down to 38 fps. Same project, different engine versions…any tips?
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If your framerate can’t quite make 75fps the entire frame will failover to displaying on the next HMD pass, which causes the framerate to artificially drop to 37.5fps. The reasons for this can be anything from quality settings changes to pretty much anything behind the scenes that might be slowing it down. If you dig deep there are a dozen settings you can adjust just through the console alone to help bring the framerate up. Check things like GPU utilization too to make sure it’s not being limited in some way. To give you a non-UE example, Project Cars recently suffered badly with their HMD implementation crippling three quarters of the available GPU utilization.

If you’re using an Oculus Rift, Timewarp should be making up for your frame stuttering by allowing you to maintain head tracking smoothness despite UE reporting a low framerate. Since the worst possible thing is to make people feel ill, you want to verify that timewarp is working. If it is then having a low framerate isn’t the dire outcome that it used to be. If you’re not using an Oculus Rift then I’d check what similar options other HMD drivers have implemented.

[= ;344443]
Have a look at this thread.

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Well that’s exciting. I’ll ask my next question there, thanks!

[=;347049]
If your framerate can’t quite make 75fps the entire frame will failover to displaying on the next HMD pass, which causes the framerate to artificially drop to 37.5fps. The reasons for this can be anything from quality settings changes to pretty much anything behind the scenes that might be slowing it down. If you dig deep there are a dozen settings you can adjust just through the console alone to help bring the framerate up. Check things like GPU utilization too to make sure it’s not being limited in some way. To give you a non-UE example, Project Cars recently suffered badly with their HMD implementation crippling three quarters of the available GPU utilization.

If you’re using an Oculus Rift, Timewarp should be making up for your frame stuttering by allowing you to maintain head tracking smoothness despite UE reporting a low framerate. Since the worst possible thing is to make people feel ill, you want to verify that timewarp is working. If it is then having a low framerate isn’t the dire outcome that it used to be. If you’re not using an Oculus Rift then I’d check what similar options other HMD drivers have implemented.
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, thanks for the answer and tips! my point here is, why same project with same settings on a newer engine version goes slower, with a drop of almost 25 frames of difference per second. Same project, same settings, newer engine version.
Thanks
F.

[=malcriado;347395]
, thanks for the answer and tips! my point here is, why same project with same settings on a newer engine version goes slower, with a drop of almost 25 frames of difference per second. Same project, same settings, newer engine version.
Thanks
F.
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Pretty much only you can debug your project. Try checking out what optimizations you can make at runtime in the console. If you narrow it down to one particular feature causing your issue then we’ve got something to go on.

Models wont import with textures even with the checkbox checked.
You can just import them manually, i know but its kinda annoying for the amount of textures my model has

Please fix

[=;310088]
Don’t worry, be happy! They have improved multi core performance, so more of your available CPU is used now :smiley:
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How much was this improved and on which tasks? I am curious as I have a 32 thread, 16 core system and any boosts will be greatly appreciated.
As well will they continue to improve this multi-core aspect with future builds?