Is there any update on tegra K1 optimizations being introduced into UE4? Using the Git Hub and Launcher builds I’ve made several builds for the ADT-1 with horrible results. I know the specific changes have not been pushed in and the ADT-1 only presents itself with OpenGL ES1 but the standard results are unbelievably horrible currently. The vehicle game runs at about 1 fps without even most of the shaders working. I’m concerned the K1 is not going to work well with UE4. I reread some of the promo materials and it looks like the initial videos were run on the 64 bit K1 that’s not yet in Android TV or the Shield tablet.
Check out this video: Profiling Tips and Tricks by Martin Mittring from Epic - General Discussion - Unreal Engine Forums
It’s got lots of information about how they set things up to run well on their K1 demo.
Hi Beep2Beep,
I am currently on the fence myself on getting a Shield tablet for development, as it should be a good benchmark device on what will be much more common performance specs in the next year. It would be awesome if you can keep this thread updated on how you go. If the video linked by darthviper107 helps, etc.
Also, if Epic can confirm if they’d recommend the Shield tablet or if they might recommend waiting for a the 64 bit version (which I believe is a higher clocked dual core vs low clocked quad core?)
Thanks so much that massively helps.
I’ll let you know, but to be clear I don’t have a Shield tablet I have a different K1 Android hardware platform that seems to have some issues that might not plague the Shield tablet.
I don’t know if the tablet does but I’m assuming it will present itself through the ADB as having the access to ETC2 and other advanced techniques while my device only present itself on ADB as having access to OpenGL1 + ECT1 texture compression. There also was some talk in the Twitch/Trello that had not yet incorprated some of the required functions into the master git branch. As noted below:
“Merge support from Nvidia into main branch for Tegra K1 device support (full OpenGL4 in Android), as well as the new ES3.1 and Android Extension Pack that we demoed at Google IO”
Hopefully those techniques will help but I’m guessing we’ll need both an update from Epic to add the optimizations and a fix from the OEM to fix the ADB drivers/interface.
Epic could we get the rivalry demo? I know it might not be ready for the marketplace but I think it could be incredibly useful to many people looking at scaling issues to compare the Matinee fight scene vs the Rivalry to see the optimizations taken.