So i got a quadro k4200(latest driver) to use and it works perfect with udk but the only strange thing i can see is that in dx11 the dominant directional light is casting strange shadow on the players weapon.(resize the screenshot)
But is still the same.
Any idea what setting i need to change in the nvidia control panel to maybe fix this?
This is vista x64 with dx11 so im not sure if this coud be aiding to the problem…but it shoudnt.
And it looks like its the same thing as when i go to wireframe mode in the basic map > look at the skydome i can see that the weapon is rendered behind all the meshes and not on top like in dx9.So is depth-buffering disabled in dx11?
Can someone confirm this?
From what I’ve read and seen in the past regarding DX11 people have had heaps of issues with it. Therefore I’d suggest UDK is not at a state where it is suitable to release a game, so unless you’ve found evidence (posts etc) to the contrary I’d suggest reverting to DX 9.
Another thing with shadows, if you’ve built light other than on the production setting you may get unexpected effects (optimised effects). Therefore maybe try a build on prod lighting and see if this resolves it …
Thanks guys.It looks like this was seen in early 2012 and is strange why epic never fixed it.That weapon is definitely rendered behind the all of the scene and i dont think its fixable.If anyone is reading this,and they want dx11 but hate the shadow on the weapons i suggest:
-disable in script that the weapon accepts dynamic shadows(that way the weapon wont get any shadows which sucks)
-attach in kismet a weapon to the players hand and spawn projectiles from it.
Yeah,ive noticed how dx11 is not good.Without any effects it still eats fps from somewhere.The only reason i liked it was because i like the Image Based Reflections.
I wonder how companyes released so many dx11 ue3 games and dont have that problem?
A-epic gave them more updated version than us?
B-they have the source and fixed it for themselves…