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    #91
    Originally posted by TpSlimigt View Post

    Does this include support for the HoloLens aswell?
    I also second this question. Does the added "Mixed Reality Support" also include HoloLens?

    Comment


      #92
      Is there any word on whether the 'Polygon Modeling with Subdiv Surfaces' and/or 'Advanced Programmatic Mesh Creation' features listed on the roadmap will make it into 4.21? I'd give one of my teeth to understand the direction the high-level geometry stuff is going. Er, ok maybe one of my kid's fallen out baby-teeth, we have quite a collection of those...

      Comment


        #93
        Originally posted by 12many View Post
        Is there any word on whether the 'Polygon Modeling with Subdiv Surfaces' and/or 'Advanced Programmatic Mesh Creation' features listed on the roadmap will make it into 4.21? I'd give one of my teeth to understand the direction the high-level geometry stuff is going. Er, ok maybe one of my kid's fallen out baby-teeth, we have quite a collection of those...
        UE 4.21 is "feature complete" at this point, meaning we are only focused on fixing any issues with features before the release occurs.

        On the UE4 Roadmap, the "Future Releases" deck does not apply to UE 4.21 at this point.
        Stephen Ellis | Enterprise Program Coordinator

        Comment


          #94
          Originally posted by Stephen Ellis View Post

          UE 4.21 is "feature complete" at this point, meaning we are only focused on fixing any issues with features before the release occurs.

          On the UE4 Roadmap, the "Future Releases" deck does not apply to UE 4.21 at this point.
          Any chance you would know the answer to the question I asked? "Does the added "Mixed Reality Support" also include HoloLens?"

          Comment


            #95
            Lol that master pose component feature would have been really useful a year ago, don't need it any more cause I had to find a work around

            Comment


              #96
              Originally posted by Bleakwise View Post
              Why would they use RTX when they could use DXRays and have it run on both Nvidia and AMD. AMD can already do raytracing thanks to GCN (Vega has more compute than 1080 Ti).
              1) They ARE using DXR (mentioned on: https://www.unrealengine.com/en-US/b...and-nvidia-rtx)
              "Today, Microsoft has announced DirectX Raytracing (DXR), which brings real-time ray tracing to the DirectX 12 API ...... Epic Games has partnered with NVIDIA to support their newly revealed RTX technology via the DXR API" <-- in other words, it's all generic and should just work. Sort of anyway... which brings me onto the next 2 points.
              2) "Vega has more compute than 1080 Ti" <-- Except a 1080 Ti is completely useless for ray-tracing in real-time, you seriously shouldn't expect Vega to be able to do anything near playable frame-rates either. Keep in mind that the RTX cards have actual dedicated ray tracing hardware in addition to the existing rasterisation hardware. Prior to RTX, it took 4 high-end Volta GPUs to run that Star Wars tech demo at 24fps in 1080p using GPU compute. That's the equivalent of something like 6 1080 ti's. DigitalFoundry has shown it running @ 2160p 25-38fps using DLSS on a 2080 ti (https://youtu.be/pgEI4tzh0dc?t=656). So, point is, you really need that dedicated ray tracing hardware for this feature to be useful.
              3) On top of the basic compute limitations, you also need a way to take a partially rendered image and turn it into a clean, full image. AI is really good at that sort of thing, but you need some kind of inference hardware for that, hence the need for something like the Tensor cores, which again, the 1080 ti and Vega cards do not have. You could solve this problem with some sort of temporal algorithm, but it probably wouldn't look as good and would add an additional load on the GPU which is already overloaded trying to do ray-tracing on top of rasterisation.

              In short, it should *just work* but I'm not expecting the feature to be useful for real-time ray-tracing. Maybe you could use it for high-quality screenshots of your games, but realistically, if you're interested in ray tracing, you're going to have to wait for AMD to implement their equivalent to RTX... I mean, it would be awesome if by some miracle, AMD manages to get ray tracing via DXR running at playable frame rates without needing to add additional hardware and this could just come for free to existing Vega card owners, but I just can't see it happening.
              Last edited by Raziel; 10-16-2018, 06:56 AM.

              Comment


                #97
                Does 4.21 fix the issue with broken Vehicle Replication?
                https://issues.unrealengine.com/issue/UE-62345
                Polygon Art - Passion in Game Design
                Beyond Enemy Lines - The next generation of tactical FPS
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                Comment


                  #98
                  Originally posted by Raziel View Post
                  1) They ARE using DXR (mentioned on: https://www.unrealengine.com/en-US/b...and-nvidia-rtx)
                  "Today, Microsoft has announced DirectX Raytracing (DXR), which brings real-time ray tracing to the DirectX 12 API ...... Epic Games has partnered with NVIDIA to support their newly revealed RTX technology via the DXR API" <-- in other words, it's all generic and should just work. Sort of anyway... which brings me onto the next 2 points.
                  2) "Vega has more compute than 1080 Ti" <-- Except a 1080 Ti is completely useless for ray-tracing in real-time, you seriously shouldn't expect Vega to be able to do anything near playable frame-rates either. Keep in mind that the RTX cards have actual dedicated ray tracing hardware in addition to the existing rasterisation hardware. Prior to RTX, it took 4 high-end Volta GPUs to run that Star Wars tech demo at 24fps in 1080p using GPU compute. That's the equivalent of something like 6 1080 ti's. DigitalFoundry has shown it running @ 2160p 25-38fps using DLSS on a 2080 ti (https://youtu.be/pgEI4tzh0dc?t=656). So, point is, you really need that dedicated ray tracing hardware for this feature to be useful.
                  3) On top of the basic compute limitations, you also need a way to take a partially rendered image and turn it into a clean, full image. AI is really good at that sort of thing, but you need some kind of inference hardware for that, hence the need for something like the Tensor cores, which again, the 1080 ti and Vega cards do not have. You could solve this problem with some sort of temporal algorithm, but it probably wouldn't look as good and would add an additional load on the GPU which is already overloaded trying to do ray-tracing on top of rasterisation.

                  In short, it should *just work* but I'm not expecting the feature to be useful for real-time ray-tracing. Maybe you could use it for high-quality screenshots of your games, but realistically, if you're interested in ray tracing, you're going to have to wait for AMD to implement their equivalent to RTX... I mean, it would be awesome if by some miracle, AMD manages to get ray tracing via DXR running at playable frame rates without needing to add additional hardware and this could just come for free to existing Vega card owners, but I just can't see it happening.
                  Im honestly just interested in teh lightmap baking... Super fast lightmap baking would be incredable..

                  Comment


                    #99
                    Originally posted by Tim Hobson View Post
                    n00854180t Shirk ForGobbler Winter_Fox kurylo3d MysteryBlues

                    With regards to Virtual Texturing, it's ONLY supported for Lightmaps in 4.21 and it's super experimental! I wouldn't try to use it in a production sense just yet. However, feel free to try it out.

                    By default, r.VirtualTexturing is on, but since it's only hooked up for lightmaps you'll also need to enable r.VirtualTexturedLightmaps 1.

                    There are no plans for this to be documented outside of the release notes at this time. Once more features come online for Virtual Texturing, you can expect full documentation, which won't be anytime before 4.22 at the earliest.
                    thanks ill give this a try

                    Comment


                      Any news about host migration?

                      Comment


                        UPDATE!

                        We have just released Preview 2 for 4.21! Thank you for your continued help in testing the 4.21 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

                        For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

                        Fixed in Preview 2
                        Fixed! UE-62048 GitHub 4892 : HLOD System: Fix crash when static mesh has no valid material
                        Fixed! UE-60607 Crash when trying to "Update Mesh Section" on any procedural mesh just after "Clear Mesh Section" and "Create Mesh Section" for different vertices and triangles.
                        Fixed! UE-64870 Animation State Preview Window Jitters with certain states
                        Fixed! UE-65109 Odd scrollbar under the Notifies timeline in the Animation Editor
                        Fixed! UE-63634 Crash When Substance Material Is Applied to a Mesh In HLOD System
                        Fixed! UE-63843 New Audio Engine Crashes on Game Start
                        Fixed! UE-64871 CLion is not able to open code projects Content is not allowed in prolog for misc xml file
                        Fixed! UE-65050 The InsertFeaturePacksIntoINIFile() function creates an invalid entry in the DefaultGame.ini file
                        Fixed! UE-64466 FTransform(ENoInit) ensures in Debug on mobile platforms
                        Fixed! UE-64616 Cook On the fly crashes when deleted Asset is being referenced
                        Fixed! UE-64960 Validating Data background task happens on Cook
                        Fixed! UE-65103 RunUAT.bat StreamCopyDescription triggered spurious swarm review
                        Fixed! UE-65250 Console Files being generated in Intermediates after opening Binary Editor
                        Fixed! UE-64996 Opening Visual Studio Solution gives Incomplete Configuration warning
                        Fixed! UE-65159 Empty Invalid folders are placed in the root UE4 folder
                        Fixed! UE-65024 Packaging for Mac in shipping configuration fails
                        Fixed! UE-64148 Remote standalone build of a project fails due to incorrect path to project's Info.plist file
                        Fixed! UE-65219 Remote compile for iOS from Windows fails: Unable to load XML config cache
                        Fixed! UE-65163 Fails to Generate Project files
                        Fixed! UE-59288 Building a Client solution configuration does not work for projects without a client target
                        Fixed! UE-65118 Multiple Engine Applications are using Default Windows Icons
                        Fixed! UE-64022 ActionRPG fails to package - UMeshDescription about to be deprecated
                        Fixed! UE-64949 Warning opening QAGame maps, Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0
                        Fixed! UE-64799 Mesh Proxy LOD can't be called from Blueprint because MeshProxySettings in not exposed
                        Fixed! UE-64526 Accuracy issues with Jacketing mesh
                        Fixed! UE-64522 Crash in Jacketing mesh
                        Fixed! UE-64990 Set the Variant Manager plugin as beta in 4.21
                        Fixed! UE-64948 Variant Manager switch has no effect from UMG widget
                        Fixed! UE-64812 Rectangle selection in Static Mesh Edit Mode is offset
                        Fixed! UE-56714 EXR and HDR set to Auto Gamma are Gamma corrected
                        Fixed! UE-64366 [Rhino Import]-[Rhino Blocks]-Incorrect Rhino Blocks position on import
                        Fixed! UE-65114 Datasmith importer - Wrong indice assigned to material slots
                        Fixed! UE-65149 Datasmith import - linear texture is read as sRGB
                        Fixed! UE-64982 VRed - Crash importing a scene - Assertion failed: Pair != nullptr
                        Fixed! UE-65191 Update Virtual studio sample for 4.21
                        Fixed! UE-65113 Can't package project with Aja and/or Blackmagic
                        Fixed! UE-65148 vrCluster fails to start
                        Fixed! UE-65069 nDisplay plugin must stay in beta
                        Fixed! UE-64371 PixelStreaming - Cirrus SignallingWebServer Example start stream as white
                        Fixed! UE-64216 PixelStreaming - Second streaming connection is difficult
                        Fixed! UE-64607 Cannot save level after using BP_SunPosition
                        Fixed! UE-65008 Editor may crash during PIE when watching variables in blueprint debugger after a breakpoint is hit
                        Fixed! UE-65005 Crash when selecting object hyperlink in Blueprint Debugger after hitting a breakpoint in PIE
                        Fixed! UE-64770 AssetManager does not correctly call delegates if bShouldUseSynchronousLoad is true
                        Fixed! UE-63705 Deleting actor referenced by foliage/landscape causes warning
                        Fixed! UE-63825 GitHub 5073 : Implement LoadGameFromMemory function.
                        Fixed! UE-63786 Crash When Trying to Set Default Values to a Structure That Includes a Transform Variable
                        Fixed! UE-65038 Navmesh generation of landscape is broken for large agents
                        Fixed! UE-60987 NavModifierComponent can't correctly expand NavArea depending on the rotation value of Actor
                        Fixed! UE-62991 NavigationSystemConfig doesn't respect GEngine->NavigationSystemClassName
                        Fixed! UE-65011 (Regression) Nativizing a Blueprint results in data loss
                        Fixed! UE-64893 Crash when clicking Step Out after triggering a break point
                        Fixed! UE-64816 Removing a parameter from a blueprint function in a library can cause actor classes calling it to lose their parent or instance data
                        Fixed! UE-65098 Crash when debugging a blueprint and then stepping out into an anim blueprint
                        Fixed! UE-65000 Assign Event On Destroyed no longer creates Custom Event Node
                        Fixed! UE-64895 Hitting Stop after Blueprint Debugging Break Point in Level Blueprint's Event Begin Play crashes the Editor
                        Fixed! UE-62134 Crash reloading a blueprint after undoing the deletion of a function containing a math expression node
                        Fixed! UE-64959 Calling LoadLevel within OnLevelShown delegates causes an array modification during range-for iteration assertion
                        Fixed! UE-63879 The new createsocket code should remove the bForceUDP before 4.21 goes out
                        Fixed! UE-63543 Find Session times out when run while in a Steam Session
                        Fixed! UE-63791 HTML5 cannot connect to local Windows server
                        Fixed! UE-64999 Editor crashes when attempting to play a recorded demo - Assertion failed: IsGameWorld() && GetCurrentLevel()
                        Fixed! UE-64156 Online Auth resends can trigger overflows
                        Fixed! UE-62951 Cloth simulation doesn't work correctly if Compute Skin Cache is ON.
                        Fixed! UE-61879 Crash opening the editor while Target Manager is open
                        Fixed! UE-64785 Renaming Texture Asset crashes editor with invalid attempt to write memory
                        Fixed! UE-64506 UE4Editor does not start when there are no audio devices available
                        Fixed! UE-52313 iOS: Refraction causes rendering artifacts when MSAA is enabled
                        Fixed! UE-65041 Cannot deploy to iOS when your editor source code preference is set to anything other than Xcode
                        Fixed! UE-65057 Launch.cpp and AndroidMoviePlayer.cpp fail to compile for Android Intel 64-bit
                        Fixed! UE-64937 IphonePackager cannot verify UDID on new devices (XS or newer)
                        Fixed! UE-65054 Android intel x86 option is still available for compiling
                        Fixed! UE-64603 Android Devices do not show up in device list for Device Output Log
                        Fixed! UE-65047 iOS: Build Step Contains Commandline Argument of "--minimum-deployment-target 9.0" Despite iOS 9 Being Deprecated
                        Fixed! UE-64318 Projects packaged with ES3 crash on the Sheild Tablet
                        Fixed! UE-64326 Projects packaged with Vulkan crash on the Sheild Tablet
                        Fixed! UE-65015 HTML5: Project Crashes During Launching Engine due to "Texture format 'R8G8B8A8_UINT' not supported"
                        Fixed! UE-64245 SceneDepth failed with MSAA on PC Mobile Preview
                        Fixed! UE-64018 iOS 9 Deprecation is not complete
                        Fixed! UE-63963 Fix FSystemTextures.InitializeTextures initialization ordering
                        Fixed! UE-64860 Remote building is failing with rsync errors due to permission being denied
                        Fixed! UE-60733 IPP is unusable with the latest Windows Store version of iTunes
                        Fixed! UE-61698 Android + Bluetooth Mouse: Hover events and Get Mouse Position on Viewport not working
                        Fixed! UE-64624 App fails to open when packaged for Distribution - Android
                        Fixed! UE-65075 Binary iOS/TVOS remote build fails with rsync errors
                        Fixed! UE-58528 GitHub 4708 : Update APK maximum size tooltip
                        Fixed! UE-53944 [CrashReport] UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements() hierarchicalinstancedstaticmesh.cpp:1431
                        Fixed! UE-47446 Linux UE4Editor crash when opening the second convert project window with Vulkan
                        Fixed! UE-65096 Crash zooming out in Top Down Wireframe mode
                        Fixed! UE-65220 Handled Ensure opening Project Launcher FinalLayout == ImageLayout
                        Fixed! UE-65221 FVulkanPipelineStateCacheManager Error opening Project Launcher with Vulkan
                        Fixed! UE-64930 DBuffer Decals Don't Render Emissive Color if GBuffer Decals Are Also Rendering
                        Fixed! UE-64374 Lighting can disappear during Intro_Sequence_P when viewing the yellow vehicle from different angles.
                        Fixed! UE-64707 Foliage Lightmaps Are Incorrect When Using a Precomputed Lighting Scenario
                        Fixed! UE-64866 [CrashReport] UE4Editor_Renderer!FRenderingCompositePassContext::IsViewFamilyRenderTarget() [renderingcompositiongraph.cpp:185]
                        Fixed! UE-62426 Flickering Meshes after removing HISM instances
                        Fixed! UE-60169 [CrashReport] UE4Editor_Renderer!FMaterialShader::SetParametersInner<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:181]
                        Fixed! UE-48040 [CrashReport] UE4Editor_Renderer!FUniformMeshConverter::Convert()
                        Fixed! UE-57889 Package Build Fails with RenderDoc plugin enabled. Unable to initialize the plugin because no RenderDoc libray
                        Fixed! UE-64571 Volume Textures with LOD Bias displays random colors in packaged game
                        Fixed! UE-63014 Android Vulkan - First Person template package from Mac crashes on device - LogAndroid: Error: Fatal error: VulkanUtil.cpp [Line: 614]
                        Fixed! UE-51746 HISM’s culling distance is affected by the ScreenSize of LOD.
                        Fixed! UE-64123 Building Lighting hangs and eventually fails
                        Fixed! UE-64155 Setting r.ScreenPercentage to very low values crashes the editor
                        Fixed! UE-60376 InfiltratorDemo crashes when launched with -vulkan - Unhandled Exception: EXCEPTION_ACCESS_VIOLATION
                        Fixed! UE-59372 Target RHI list is outdated in the project settings
                        Fixed! UE-64680 Entire level is over-saturated with lights and shadows.
                        Fixed! UE-64994 Unable to find Brush for sequencer scrub handles warning appears when opening debug editor
                        Fixed! UE-65020 When converting matinee tracks, tangents are not copied properly
                        Fixed! UE-65055 Actor to Track in LookAt Tracking Settings of Cinematic Camera missing key icon
                        Fixed! UE-65013 UE4Editor ControlRig multicast delegate crash when closing
                        Fixed! UE-64991 ImageWriteQueue - Crash when recording a Media Player - Assertion failed: ~TPromiseBase<bool>()
                        Fixed! UE-64945 Cannot add a Live Link Track to a sequence
                        Fixed! UE-64813 Nested actors trajectories in the wrong location
                        Fixed! UE-65088 Asset names are not properly exported from Sequencer
                        Fixed! UE-65039 Unable to select Level Sequences to trigger in Sequence Recorder due to "LogProperty: Warning: Illegal TEXT reference to a private object in external package"
                        Fixed! UE-65184 SequencerScripting sample 'sequencer_examples.py' missing module 'sequencer_key_samples' - fails to execute
                        Fixed! UE-65123 Unable to create new keyframes using Alt + Drag
                        Fixed! UE-65112 Crash occurs when attempting to undo multiple duplicated keyframes
                        Fixed! UE-64635 Validating Data messages spam when launching on Linux
                        Fixed! UE-64931 Unable to Create assets via Create new Asset in asset picker
                        Fixed! UE-64458 Crash adding a point to Color Over Life after using the Reset to Default arrow
                        Fixed! UE-64499 [CrashReport] UE4Editor_CoreUObject!UObjectBaseUtility::GetOutermost() [uobjectbaseutility.cpp:121]
                        Fixed! UE-61474 GitHub 4854 : UE-61432: Add FScopedTransaction to SetEditConditionState
                        Fixed! UE-65160 Broken Visibility when Copy-Pasting Actors From Hidden Layers
                        Fixed! UE-64421 Material editor: Static switch parameters can no longer share the same name
                        Fixed! UE-64525 Crash when duplicating an asset before renaming it in the Content Browser
                        Fixed! UE-61432 Inline edit conditions don't support undo
                        Fixed! UE-64704 Print String not printing to screen when simulating
                        Fixed! UE-63637 Instance Static Mesh instance doubles when upgrading from 4.18 to 4.19 or higher
                        Fixed! UE-63123 Static HISM gets corrupted lightmap after building lighting if using Lighting Scenario
                        Fixed! UE-63242 Update Instance Transform Rotation for HISM isn't working in a packaged game
                        Fixed! UE-63631 Switching FOV caused NaN(divide by 0) in landscape LOD computation(Mobile)
                        Fixed! UE-63831 [CrashReport] UE4Editor_Landscape!FLandscapeStaticLightingMesh::GetHeightmapData() [landscapelight.cpp:416]
                        Fixed! UE-64287 Editor crashes when creating a Material Function Instance
                        Fixed! UE-65242 The Material Editor Details Panel is not marked as closed when closed by the user
                        Fixed! UE-64422 Auto renaming duplicated parameters within the material editor slows down production
                        Fixed! UE-61129 imageStore no matching overloaded function found error when packaging ContentExamples
                        Fixed! UE-64735 Skeletal mesh sampling doesn't work correctly on meshes without vertex colors
                        Fixed! UE-65089 Niagara: Add a texture sample example
                        Fixed! UE-64868 Template thumbnails do not load in the New Emitter Wizard until a template is selected
                        Fixed! UE-60278 Hide Emitter Pin / Toggle options from the Niagara Emitter Editor
                        Fixed! UE-63969 Drag and drop from Parameters panel to create new Set Variable block
                        Fixed! UE-65199 Widget blueprint details continuously shift when moving objects in the widget designer
                        Fixed! UE-65002 Lumin binary install size has increased on Mac
                        Fixed! UE-64944 Move the AR samples to a more visible location Samples/AR
                        Fixed! UE-65056 OculusFunctionLibrary.cpp fails to compile for Android Intel 64-bit
                        Fixed! UE-64957 Resolve the Samples/FaceARsample and Samples/Sandbox/AR/FaceARSample discrepancy
                        Fixed! UE-64942 Material Switching in MRMesh
                        Fixed! UE-54503 Transparency for textures applied to the spectator screen for VR
                        Fixed! UE-64730 SteamVRInput: The editor should create empty default bindings files for common controller types when none are found
                        Fixed! UE-65026 ARVideoSettings - Get the video format that the application is running and display this information in the debug menu
                        Fixed! UE-65161 Left side of spectator screen renders completely white when mode set to Undistorted
                        Fixed! UE-65162 Spectator screen does not render camera view when mode is set to TexturePlusEye
                        Fixed! UE-65107 Orientations are inverted on GoogleAR
                        Fixed! UE-65165 Editor crash enabling ShowFlag.StereoRendering
                        Fixed! UE-64932 Change AREnvProbe metal settings to fix the z-fighting on iPads
                        Fixed! UE-64446 ARPG Crash With Garbage Collection Inbox
                        Fixed! UE-65240 Fix SDropTarget not using horizontal and vertical brush slate args

                        REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
                        Last edited by Kalvothe; 10-17-2018, 10:30 AM.

                        Comment


                          Originally posted by kurylo3d View Post
                          Im honestly just interested in teh lightmap baking... Super fast lightmap baking would be incredable..
                          Totally agreed!

                          Having hardware ray-tracing support on a card is the biggest development for computer graphics in well over a decade (and that's not even mentioning the Tensor cores which opens up a world of possibilities in other industries as well). Sadly, very similar to when programmable pixel/fragment shaders came out, no one really got it and most gamers argued that no one would ever need such a thing, now you wouldn't ship a game without using the programmable pipeline. Sadly, it's the same thing here and people are very quick to dismiss the technology without even understanding what it brings to the table, not just for games, but to a lot of different industries.

                          From what NVIDIA have said (https://nvidianews.nvidia.com/news/n...g-architecture), compared to a typical CPU-based ray-tracing server used by Hollywood, a single 2080 ti is 30 times faster at ray-tracing. That is not a small number. To put this into context for something like Lightmass, that would mean cutting down our lightmap generation times from around an hour to around 2 minutes. That is a massive productivity gain for developers, I really can't wait for this to get added to Unreal, though I'm not sure if Lightmass RTX support has been confirmed yet. I know several commercial 3D renderers are adding support for it and Ton from Blender has hinted that it will be coming to Blender's Cycles renderer as well. So, a graphics card is pretty much going to replace massive servers all over the globe, not to mention putting this kind of power in the hands of the average indie-developer.

                          It will also be really cool to see how RTX support is added to engines as people get familiar with the technology and figure out how to use it properly. It's still early days, but real-time global illumination is actually turning into a real possibility here. Metro Exodus has already demonstrated it on RTX, so it would be good to see it implemented in Unreal as I feel like real-time global illumination was always one of the big promises of UE4 that just never ended up happening. So it would be good to see it happen now that the hardware is finally here.

                          Comment


                            Epic mentioned a progressive lightmapper here:
                            https://www.unrealengine.com/en-US/b...-siggraph-2018

                            "We’ll break down the roadmap of our new path-tracer and progressive lightmapper, then reveal our latest real-time ray-traced showcase."
                            Last edited by The_Distiller; 10-17-2018, 01:39 PM.
                            ArtStation

                            Comment


                              Are there any plans to work on improving the documentation?

                              Comment


                                • Skeletal Mesh: Set Master Pose Component Force Update
                                What does this mean?

                                Comment

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