RCaloca
(RCaloca)
June 27, 2016, 1:07pm
21
Hey , we’re first fixing additional bugs on ES3.1/Mobile before we get to SM4, so that roadmap might not be accurate anymore. Definitely sooner rather than later!
Side note, integrations to master from DevRendering go around every week…
motorsep
(motorsep)
June 27, 2016, 1:48pm
22
Hey , we’re first fixing additional bugs on ES3.1/Mobile before we get to SM4, so that roadmap might not be accurate anymore. Definitely sooner rather than later!
Side note, integrations to master from DevRendering go around every week…
Are you fixing ES2 by chance too? (HISM doesn’t get any lighting on mobile and foliage doesn’t render at all)
RCaloca
(RCaloca)
June 27, 2016, 2:43pm
23
Hi motorstep, I’ll let the HISM guys know.
motorsep
(motorsep)
June 27, 2016, 2:47pm
24
Thanks a bunch!
Here are bug reports for HISM and foliage:
I used it to paint some rocks on my terrain. Works fine in PIE (ES2, SM5), but not on the device. Why?! (I am guessing same story as with HISM - PC and consoles fully supported, including VR; perhaps mobile supported, but mobile VR as Gear VR doesn’t...
duva
(duva)
June 30, 2016, 3:38pm
25
Plans for Vulkan on Linux?
Hi Epic, any update on @Yaakuros Pull Request to enable Vulkan on Linux?
Hi Epic
@ You asked me for the PR that supports Vulkan on GNU/Linux (GNUX)
.com/EpicGames/UnrealEngine/pull/2276
and here how it works on GNUX: https://www.youtube.com/watch?v=Z6TwWHoGBpE
This is an older commit point of the master branch.
Unfortunately when I use the current master branch, I get this:
Fatal error: [File:/media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 444]
Result failed, VkResult=-4
at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:1237
with error VK_ERROR_DEVICE_LOST
Thread 30 "RenderThread 1" received signal SIGTRAP, Trace/breakpoint trap.
[Switching to Thread 0x7fff7a345700 (LWP 12505)]
0x00007ffff7bcb2a9 in raise (sig=5) at ../sysdeps/unix/sysv/linux/pt-raise.c:35
35 ../sysdeps/unix/sysv/linux/pt-raise.c: No such file or directory.
(gdb) bt
#0 0x00007ffff7bcb2a9 in raise (sig=5) at ../sysdeps/unix/sysv/linux/pt-raise.c:35
#1 0x00007fff9dc6a032 in FLinuxPlatformMisc::DebugBreak () at Runtime/Core/Public/Linux/LinuxPlatformMisc.h:38
#2 VulkanRHI::VerifyVulkanResult (Result=VK_ERROR_DEVICE_LOST, VkFunction=0x7fff9dd93215 "Result", Filename=0x7fff9dd933dc "/media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp", Line=1237)
at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:443
#3 0x00007fff9dc85fb5 in VulkanRHI::FFenceManager::CheckFenceState (this=<optimized out>, Fence=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:1237
#4 0x00007fff9dc6ad2f in VulkanRHI::FFenceManager::IsFenceSignaled (this=0x3082, Fence=0x30d9) at Runtime/VulkanRHI/Public/VulkanMemory.h:884
#5 FVulkanCmdBuffer::RefreshFenceStatus (this=0x7fffa33ee4f0) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:89
#6 0x00007fff9dc6b870 in FVulkanCommandBufferManager::PrepareForNewActiveCommandBuffer (this=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:173
#7 0x00007fff9dc9be82 in FVulkanDynamicRHI::Present (this=0x7fff9e1cae00) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:364
#8 0x00007fff9dc9bbb3 in FVulkanCommandListContext::RHIEndDrawingViewport (this=0x7fffa28fab40, ViewportRHI=<optimized out>, bPresent=<optimized out>, bLockToVsync=<optimized out>)
at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:718
#9 0x00007ffff10301c0 in FRHICommandList::EndDrawingViewport (this=0x65acf8 <GRHICommandList@@UE4+16>, Viewport=0x7fff85113e60, bPresent=true, bLockToVsync=true) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:1342
#10 0x00007fffca15d1d9 in FSlateRHIRenderer::DrawWindow_RenderThread (this=<optimized out>, RHICmdList=..., ViewportInfo=..., WindowElementList=..., bLockToVsync=<optimized out>, bClear=<optimized out>)
at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderer.cpp:480
#11 0x00007fffca188625 in FSlateRHIRenderer::DrawWindows_Private(FSlateDrawBuffer&)::EURCMacro_SlateDrawWindowsCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) (CurrentThread=ENamedThreads::StatsThread, this=<optimized out>,
MyCompletionGraphEvent=...) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderer.cpp:648
#12 TGraphTask<FSlateRHIRenderer::DrawWindows_Private(FSlateDrawBuffer&)::EURCMacro_SlateDrawWindowsCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) (this=<optimized out>, NewTasks=..., CurrentThread=<optimized out>)
at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:999
#13 0x00007ffff6f03992 in FBaseGraphTask::Execute (this=<optimized out>, NewTasks=..., CurrentThread=5) at Runtime/Core/Public/Async/TaskGraphInterfaces.h:472
#14 FNamedTaskThread::ProcessTasksNamedThread (this=<optimized out>, QueueIndex=<optimized out>, bAllowStall=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:930
#15 0x00007ffff6f01535 in FNamedTaskThread::ProcessTasksUntilQuit (this=<optimized out>, QueueIndex=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:677
#16 0x00007ffff12a691a in RenderingThreadMain (TaskGraphBoundSyncEvent=<optimized out>) at /media/Data/UnrealEngineMaster/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:318
Signal 11 caught.
RCL
(Arciel Rekman)
June 30, 2016, 7:53pm
26
Unfortunately there was no motion on that pull request yet.
Yaakuro
(Yaakuro)
July 1, 2016, 9:27pm
27
@RCL @duva That Epic will have a motion on this matter can be doubted. There is never a motion when it is about the GNUX(GNU/Linux) platform since they decided (trello) that the support for GNUX is “Finished”. There will be no motion on that pull request from my side either as you can see I closed it because I am tired of begging EPIC to merge stuff. If someone needs it can ask me privately. I have already another working version.
Vulkan SM5 support was scheduled for July on the Roadmap before todays Roadmap update, now it’s on the backlog again. Why? I was really exited about soon being able to use that
system
(system)
July 19, 2016, 4:37pm
29
They are too busy sucking up to M$ which they believe is the only OS in existance…
motorsep
(motorsep)
July 19, 2016, 4:43pm
30
To be fair, the only OS on PC where games make $$$.
system
(system)
July 19, 2016, 5:14pm
31
Correction, you mean more money.
motorsep
(motorsep)
July 19, 2016, 5:20pm
32
yeah, like 98% more money than Linux for example.
system
(system)
July 19, 2016, 5:23pm
33
At least we don’t have to deal with things being shoved down our throats at gunpoint.
motorsep
(motorsep)
July 19, 2016, 5:32pm
34
It’s always been about ideology vs real world. To each their own. More people use Windows and game on Windows, so that’s where money is and that’s where primary focus of developers is.
RCaloca
(RCaloca)
July 22, 2016, 12:41pm
35
Hi , we still are working on SM4 & 5 support, however as mentioned in another thread, we had to rewrite a big chunk of the RHI for robustness. We’ve also been being held up by driver issues causing GPU hangs, crashes, etc. We also have to keep up with regular Engine releases and bug fixes. We’ll get there!
RCaloca
(RCaloca)
July 22, 2016, 1:04pm
36
Also next week during Siggraph I’ll be presenting the current status, challenges and plans for the Vulkan implementation on UE4. It will be also available on youtube as well as the slides, check out updates here: 2016 SIGGRAPH - The Khronos Group Inc
Hi , we still are working on SM4 & 5 support, however as mentioned in another thread, we had to rewrite a big chunk of the RHI for robustness. We’ve also been being held up by driver issues causing GPU hangs, crashes, etc. We also have to keep up with regular Engine releases and bug fixes. We’ll get there!
Ok, thanks for the update. When do you expect UE4 to have full Vulkan SM5 support? Will Vulkan replace DX12 on PC then or will there still be reasons to use DX12 over Vulkan?
Also next week during Siggraph I’ll be presenting the current status, challenges and plans for the Vulkan implementation on UE4. It will be also available on youtube as well as the slides, check out updates here: 2016 SIGGRAPH - The Khronos Group Inc
Thanks for mentioning that, I’ll definitely watch it on Youtube when it’s available
RCaloca
(RCaloca)
July 25, 2016, 3:05pm
38
We don’t have a firm date, just that we’re working on it
Our main use for Vulkan is Android; our main use for D3D12 is Xbox. PC will use either, but hopefully more Vulkan as it can run on Win 7/8 machines.
system
(system)
July 29, 2016, 12:31am
39
Ok, thanks for the update. When do you expect UE4 to have full Vulkan SM5 support? Will Vulkan replace DX12 on PC then or will there still be reasons to use DX12 over Vulkan?
Thanks for mentioning that, I’ll definitely watch it on Youtube when it’s available
Here are the slides of the keynote and here is the video. Epic games starts around the minute 24
I’ve watched it on the livestream, but thanks for the link to the slides, didn’t know about that!
It was very nice but also very technical, and I’m happy I don’t need to understand that low level Vulkan stuff and UE4 will do all the work for me :rolleyes: Thanks Rolando, can’t wait to see Kite and Paragon running in Vulkan!