Originally posted by rbnzdave
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Unreal Engine 4.18 Released!
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A lot of love for limited Precomputed Lighting Scenarios. Dynamic Alternatives still do not support VR (yes high cost, but hardware never stops improving unless you're stuck on a console). The most promising 3rd party options either get abandoned or developed for a different engine.
Dynamic Worlds, including runtime terrain modification are coming to the engine in the not too distant future, would be nice if we had a dynamic lighting as well fleshed out as Precomputed. Even baking lightmaps at runtime (Using a dynamic system be it VXAO/GI or DFAO/GI) only for certain events would be an improvement. The performance of baked lighting with the option to go dynamic temporarily for major environment changes that pre-baking can't accommodate.
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Any improvements to Alembic support? Curious as i'm having an issue with materials at moment (same Sam Deiter was having in the Intro to Alembic livestream, each object in an alembic file has its own material which means a presimulated destructible mesh has hundreds of individual material IDs
Also wanted to add Alembic Sequencer playback is wack.
Much <3 for 4.18 thanks for updateLast edited by dorklord_666; 10-24-2017, 11:07 PM.vr and new media installations
www.samuelwalker.xyz
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Went to test new XGE shader compilation and ran into a problem: XGEControlWorker.exe didn't exist. Thankfully, the notes say it's just a duplicate of ShaderCompileWorker, so I just copied and renamed it. Then IncrediBuild could do its job.Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
Unreal products: Dynamic Picture Frames, Neo Kinect
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Originally posted by rranon View PostFantastic new features!
One question: I see that you finally enabled high DPI on the editor - looks much better now. However, I get 24 fps on a default level on a MacBook Pro late 2016 with Radeon Pro 460 - not the greatest GPU, I know, but, is this expected? It seems a bit low ...
Do you still have low fps after logging out / restarting? I heard there was a problem with High Sierra where the dGPU won't be used after the computer has been asleep for a while, maybe you are seeing that?
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Originally posted by TokyoBits View Post
I have the same model as you and I am seeing ~47 fps on the 3rd person template when the editor is maximized on a 5K display and ~83 fps on the MBP internal display.
Do you still have low fps after logging out / restarting? I heard there was a problem with High Sierra where the dGPU won't be used after the computer has been asleep for a while, maybe you are seeing that?
I just restarted the machine, opened UE4, created a 3rd person project, and now, with maximised editor, I get ~90 fps - so it could be exactly the kind of problem you mentioned.
Good to know ...
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- APEX Destruction has been moved to a plugin and is now disabled by default. To enable the plugin, use the Plugin Manager (Edit > Plugins > Physics).
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What's the difference between VS Code and the normal version? Can I replace VS community by it and make it work with UE4 the same way it does now? I installed VS 2015 because UE4 required it but I don't use it at all, if I can replace it by Code and get some extra disk space that'll be great.
And about this:New: Google Sign In SDK for iOS/Android/PC has been integrated into the engine with OnlineSubsystemGoogleProBoon, Old-School FPS, Open Source & Tutorials
Support Project Boon on Patreon
On Steam Soon, Click Below
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