But TAA is extremely cursed since it would be an easy fix for the engine programmers to implement two frame/two sample hybrid post AA/TAA (no accumulation buffer were ghosting happens). This would be SO much cheaper than TSR and actually help jagged edges.
TSR looks bad in motion and cost insane. Many other engines have lightmap alternative lightings far cheaper than Lumen but Lumen will always cost the same in a static or dynamic environment.
OMG this! lol ⌠If I had a dollar for every topic all over the internet screaming this. Most ppl drop TSR and TAA and go with a custom AA method via source mods or just go with DLSS as its the lesser of the evils. But yes⌠we need actual engine native solutions that arenât 4x as expensive as previous methods or clearly outlines the intent of use and doesnât just slap it into every single material function (TAA) to work in that rendering pass.
Currently if you want to see some of the best that âUnreal Engineâ has to offer from a performance and quality standpoint Iâd say go check out Throne and Liberty. Itâs a testament to UE4 [I miss it ] stability performance and networking and runs butter smooth with 100s of characters on screen with some of the largest vantage points Iâve seen.
Basic Skeletal Mesh Component Set doesnt update in 5.5 preview. I got a really basic setup in the pic whenever I go to refresh the variable the âSet Skeletal Mesh Assetâ doesnât update only on compile which makes no sense. This only in 5.5 preview.
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Unfortunately thatâs a dream with in a dream. Tim Sweeneyâs ongoing Apple feud is obviously effecting things here. It isnât the technical challenge they want you to imagine. I wish I could release what we have in house
Good Day, Iâm not sure where to post this. I would like to find out if you guys would consider having a option in your game engine for blender users like myself to be able to select a option for blender controls and navigation please, please, please. The default controls are all over the place.
haha, yeah, its all a matter of perspective. I AM one of those film and tv guys (although working for neither a weather channel nor for disney) and I´m constantly thinking: "Well, of course its a game engine first, but I really don´t give a fk about performance, if all I´m doing is rendering it via movie render queueâŚbut bury all these game related performance settings so deep behind cvars over cvars and not just make a switch for âIDGAF about performanceâ.
I just dished out a project with 6000 frames of animation in a full scale landscape, delivered in a 7 day extended workweekâŚand render times for 4k with DLAA where abour 40 minutes for the whole thing.
It would have taken me that long to render a single frame using 3ds max and vray and it would have looked only slightly betterâŚ
So, I get your frustration and I do hope that they don´t fall into the âgrowth at all costsâ trap and expand into too many territories at once.
Or they might end up like 3ds max itself: A jack of all trades who can do everything, but you need plugins for every single thing to be good and you have people from 10 different industries tugging at every corner to get âmore of thisâ and âless of thisââŚwith increasing complexity to maintain both backwards compatibility and making everything work together AND not lagging behind with that other tools cool new featuresâŚ
But yeah.
I think Unreal always excelled more in some areas than in others and BOY was wukong a crazy ride and demonstration of what its capable ofâŚ
Yeah and I donât want to discredit that value at all because I see it and have many friends moving from cinema 4D and other rendering pipelines to UE5 for this exact reason. There is huge value here! Iâm super stoked and fully behind the benefits your industry is getting from unreal. I just also wish there was balance and better flexibility. Itâs hard to point out some of the causes and results of the push without âblamingâ or ruffling feathers but I also see how well you self reflect and your honest take on how you use the engine and your ability to put yourself into others shoes. Thank you
Keep making awesome stuff and know there is a difference between not wanting those capabilities and simply wanting balance, bugs to be fixed, features to be finished, and game optimization options. I apologize if it came off any other way.
Nah, its all good.
Feedback is good, I think its just hard to filter and balance for the devs I guess.
And of course âI´m a bit worried as wellâ is what I was saying I guessâŚI´ve poured a lot of my time into making that transition and I´d hate the engine to fall apart midterm because they are trying to evolve to fast into too many directionsâŚ
While on the other hand ALWAYS having been on the quest to find THE tool that just does it ALLâŚ
are you on Wayland or X? Iâm using X and i only get random crashes when i turn on HW Raytracing. (seems to be somehow related to directional lights, but i couldnât make a repro to report that bug)