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  • replied
    Still crashing when trying to make high res screenshot with circle DOF

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  • replied
    Really sad to see UE-62291 get pushed to 4.22. Would have loved to be able to use all nifty Switch optimizations from 4.20+ before we release, but sadly it makes our game unplayable.
    Last edited by MindballJohan; 10-23-2018, 11:08 AM.

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  • replied
    SVirtualJoystick doesn't follow DPI Curve.
    It has it's own scaling approach.

    It's a bug that I raised on the previous version already: Case # 00057452:

    Thanks,

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  • replied
    The reason AAA developers will put in RT features in their games is because they are technology enthusiasts and it becomes "free" advertising. Nvidia will promote the game, benchmarks will feature the game, gaming news sites will pay extra attention to the game. There's no reason indie devs couldn't do the same thing.

    Even swapping SSAO for RTAO is a perfectly acceptable, "fully implemented" option for developers. And has a huge effect on visual quality. Hopefully UE4 will make implementing it very easy.

    Last edited by ZacD; 10-24-2018, 10:43 AM.

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  • replied
    Originally posted by Kalle_H View Post

    Most of the games will use hybrid raytracing. First they rasterize gbuffer and then ray trace for effects where it make most sense. Like for GI, ambient occlusion, reflections, soft shadows. This way you don't need to rework whole engine and you can enable/disable effects depending on performance and needs. Tracing also primary rays would be big CPU optimization(just single draw call) but depending on GPU it might be tad slower.
    Got it, thanks for the clarification.

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  • replied
    Originally posted by DamirH View Post

    None of those games use RTX properly it's just half-implemented, post-launch, only for early adopters of the hardware. But you don't want to hear that nor what I am actually saying, which is: Real Time Ray Tracing is not even remotely close to being universally accepted like programmable shaders are today. An EXTREMELY SMALL subset of PC only devices having access to it means that its development should NOT be a priority because statistically speaking it makes no sense whatsoever. The main driving force behind the technology being nVidia and Microsoft will only make general adoption of it that much more slower.

    Nowhere did I ever say that I don't want to use it. But in the real world more games release on consoles, including the Switch and no one except high-end AAA studios can afford implementing a fledgling piece of tech just for <1% of their consumer base who have a RTX card. Us mortals have to develop for the lowest common denominator.

    Edit: I can't seem to find the source of the info that I've read regarding the RTX implementation in Tomb Raider but apparently it only uses a subset of the features and not full-fledged ray-tracing, whatever that entails.
    Most of the games will use hybrid raytracing. First they rasterize gbuffer and then ray trace for effects where it make most sense. Like for GI, ambient occlusion, reflections, soft shadows. This way you don't need to rework whole engine and you can enable/disable effects depending on performance and needs. Tracing also primary rays would be big CPU optimization(just single draw call) but depending on GPU it might be tad slower.

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  • replied
    Originally posted by kurylo3d View Post

    So because you dont want to use RTX and raytracing.. no one should? Well.. the new battlefield game and the new tombraider games disagree with you.
    None of those games use RTX properly it's just half-implemented, post-launch, only for early adopters of the hardware. But you don't want to hear that nor what I am actually saying, which is: Real Time Ray Tracing is not even remotely close to being universally accepted like programmable shaders are today. An EXTREMELY SMALL subset of PC only devices having access to it means that its development should NOT be a priority because statistically speaking it makes no sense whatsoever. The main driving force behind the technology being nVidia and Microsoft will only make general adoption of it that much more slower.

    Nowhere did I ever say that I don't want to use it. But in the real world more games release on consoles, including the Switch and no one except high-end AAA studios can afford implementing a fledgling piece of tech just for <1% of their consumer base who have a RTX card. Us mortals have to develop for the lowest common denominator.

    Edit: I can't seem to find the source of the info that I've read regarding the RTX implementation in Tomb Raider but apparently it only uses a subset of the features and not full-fledged ray-tracing, whatever that entails.
    Last edited by DamirH; 10-23-2018, 02:43 AM.

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  • replied
    Happy to see the move over to the new SteamVR input system. Last I checked in on the dev-vr branch it was just the basics being wired up. With Knuckles EV3 I'm very interested in the skeletal model the input API provides. Any idea of the timeline for getting this particular piece of data out of the input system in an unreal native data type? (even if it isn't a solution that is fully wired up to the default hand model). Just trying to decide if that will come in the 4.21 release window or whether I should start our own implementation?

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  • replied
    Originally posted by DamirH View Post
    Yes of course, that is my point, it is still early.
    So because you dont want to use RTX and raytracing.. no one should? Well.. the new battlefield game and the new tombraider games disagree with you.

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  • replied
    • Oculus Avatars. The Oculus Avatar SDK includes an Unreal package to assist developers in implementing first-person hand presence for the Rift and Touch

    Hi Shadow.Storm is it possible to have some info about this package.
    Thanks.
    Last edited by J_Tox; 10-22-2018, 09:55 AM.

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  • replied
    After the update to preview2 I am unable to package my plugin. I can add it as code-based plugin to code-based projects and they compile, run and deploy just fine, but I cannot generate the plugin binaries on their own.

    During packaging I get the following error:

    Code:
    Running: XXX\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -plugin=XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\PointCloudPlugin.uplugin -iwyu -noubtmakefiles -manifest=XXX\PointCloudPlugin\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -NoHotReload -ignorejunk -log="XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt"
      Using Visual Studio 2017 14.15.26726 toolchain (XXX\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (XXX\Windows Kits\10).
      Parsing headers for UE4Game
        Running UnrealHeaderTool UE4Game "XXX\UE_4.21\Engine\Intermediate\Build\Win64\UE4\Development\UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
      Reflection code generated for UE4Game in 5.6389115 seconds
    ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4\Development\PointCloudRuntime\PointCloudRuntime.precompiled'.
                at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
                at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
                at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
                at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
                at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
                at Tools.DotNETCommon.JsonObject.Read(FileReference File) in XXX\UE_4.21\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
                at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37
                at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 485
                at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2247
                at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1503
             (see XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt for full exception trace)
    Took 8.3353892s to run UnrealBuildTool.exe, ExitCode=5
    I checked the path it points to, and it ends at 'XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4' - there is no 'Development' folder.

    In addition, this corrupts my whole UE4.21 installation, so that I have to run verify on it before I can run the engine again (any projects, even non-related to the plugin). As a matter of fact I can't even get to the engine project wizard at this point. Get this crash report instead:

    Code:
    Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 999] Unable to read module manifest from '../../../Engine/Binaries/Win64/UE4Editor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
    
    UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:422]
    UE4Editor_Core!FModuleManager::FindModulePathsInDirectory() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:1002]
    UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:974]
    UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:936]
    UE4Editor_Core!FModuleManager::FindModules() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:129]
    UE4Editor_Core!FModuleManager::ModuleExists() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:150]
    UE4Editor_Core!FPlatformFileManager::GetPlatformFile() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\platformfilemanager.cpp:96]
    UE4Editor!LaunchCheckForFileOverride() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:677]
    UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1144]
    UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:135]
    UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
    UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
    kernel32
    ntdll
    Any advice?

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  • replied
    Great audio updates! Thanks!

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  • replied
    Yes of course, that is my point, it is still early.

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  • replied
    Originally posted by DamirH View Post
    Being able to pick up != widely accepted. Only a very small % of the enthusiast market will have access to RTX now. It will be decades before you can claim that every gaming rig on the market will have RTX support, like every gaming rig today supports programmable shaders.
    When Epic presented Star Wars demo half a year ago many people were saying things like: "What's the point of it? You need incredibly expensive hardware to run such demo. It will take years before this demo can be rendered real-time at home".
    It's already possible for ost $1000. Of course "a very small & of the enthusiast market will have access to RTX now". It just got released. My friend-enthusiast got his RTX card yesterday although he ordered it weeks ago. Nothing wrong or odd with that - this is natural lifecycle of technology.

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  • replied
    Originally posted by DamirH View Post
    I'm sure it will come eventually, but Microsoft will be focusing on DirectX, which is Windows and Xbox only.
    In the end, it's important to note that we are still in the very early days of hardware ray tracing. Though I don't believe it will take decades, maybe 3 years or so.

    Originally posted by DamirH View Post
    nVidia has GameWorks, a closed source technology available only on PC for the most part and even on PC it has shown bias for their own hardware
    Yeah, well, I can't really argue there, GameWorks is a complete ****, but RTX is something completely different and unrelated. NVIDIA have, from what I've seen been quite open to other companies implementing hardware ray tracing. And while DXR is Windows-only, I believe it is a major step in the right direction to have a generic implementation for using ray tracing in games from day 1. That isn't something we've ever had in the past. As for Vulkan, it's only a matter of time until they have some sort of equivalent to DXR.

    Of course, there's a lot more to those RT cores than DXR and mixing ray tracing with rasterisation. So I agree that right now it's hard to say if there will be an open equivalent to NVIDIA OptiX (which allows you to use the RT cores for general purpose ray-tracing for things like Hollywood productions and maybe Unreal Lightmass). Ultimately though, it probably wouldn't matter as there are only a few renderers available, and they can add vendor-specific support as required in a worst case scenario.

    Anyway, let's just give it time, they have a promising start going, let's see how to evolves.

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