Is there a way to have at least some dynamic lights using this method?
can anyone confirm that you get no shadows at all if you use this renderer? I knew you wouldn’t get Dynamic shadows but after transferring my project I’m getting no shadows at all. Not even baked. Any way around this?
Got no (realtime) shadows, too (I have one single, stationary directional light). Oculus explicitely statet, that they in fact support dynamic lights… Metal also looks very - strange in the OVR renderer for some reason. AO also doesn’t work.
http://screenshotcomparison.com/comparison/174190/picture:0
http://screenshotcomparison.com/comparison/174190/picture:1
http://screenshotcomparison.com/comparison/174190/picture:2
(mouse-over = OVR)
I definitely do have real-time shadows. I don’t know how it’s set up, I just run my usual game and it works. No environment lighting though - the sky goes black.
Well this is my scene before I use the forward renderer.
and this is what happens as soon as I use the forward renderer.
As you can see a big difference. I’m just using a regular light source.
Does anyone know how I can cast shadows of any kind?
I’ve figured it out. Whenever I tried to rebuild the lighting I got a swarm error but I followed this video and it fixed the problem. Unreal Engine 4 "Swarm Failed To Kick Off" error FIX - YouTube
You can get shadows using a stationary or static sky light.
Station
Static
Was anyone able to achieve real-time shadows? I was expecting it to work with one directional light, but I can only get baked shadows working.
Perhaps Epic will integrate it in 4.13 + ? This would benefit a lot VR , also non VR games needing a boost for specific reasons.
Forward rendering is avaiable in the Preview of 4.13
But it is very likely to crash atm.
Dont expect a stable version until 4.14 hits.
Cheers,