Originally posted by NilsonLima
View Post
Announcement
Collapse
No announcement yet.
Unreal Engine 4.23 Preview
Collapse
This topic is closed.
X
X
-
Originally posted by CoolOppo View Post
Both of these are the defaults...
PS: Created a new 3rd person blueprint project in 4.23, values for those parameters were: Default and 128 as stated. Changed to Raytracing, restarted, they were the same. Changed RHI to Dx12, those still the same, so you need to change them yourself for better results. Unless those were mentioned anywhere else people won't know they are needed and we got a lot of new comers to the engine aswel.Last edited by NilsonLima; 08-28-2019, 03:28 PM.Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/uFFSEXY
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
Comment
-
Originally posted by NilsonLima View Post
At the presentation those were told to not be defaults, so thats why he asked for people to take a look and change them. I am just informing what I saw and I can confirm in a project I just changed to raytracing those came with different settings, since the project was migrated from previous releases, so maybe a new project in 4.23 they come with those already set with correct values, gotta check this myself.
PS: Created a new 3rd person blueprint project in 4.23, values for those parameters were: Default and 128 as stated. Changed to Raytracing, restarted, they were the same. Changed RHI to Dx12, those still the same, so you need to change them yourself for better results. Unless those were mentioned anywhere else people won't know they are needed and we got a lot of new comers to the engine aswel.
Comment
-
Originally posted by sukovf View Post
That's just Epic collecting **** about you/your Editor usage. Block it in your firewall as you definitely don't need it to work.
Thank you a lot.
Antonio De Lorenzo
www.imaginaction.comLast edited by ADL67; 08-29-2019, 04:49 AM.
Comment
-
-
-
Originally posted by Cinnamaniac View Post4.23 preview 8 no longer shows HDRI Backdrop actor.Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/uFFSEXY
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
Comment
-
Okay!
1) The Raytraced Translucency switch works now.
Alpha'd meshes render opaque, which is probably leading to the opaque shadows.
But, Progress!...Looking forward to how the Raytraced option develops.
2) Denoiser on shadowy areas in P8 better than P7.
Interesting, if a scene is bright and well lit, renders are FAST....1-2 spx is enough!
But a shadowy room, I will need 20-30 spx to reduce the Dark-blotchy shadow-noise.
And right now P8 can only get rid of shadow-noise up to a point, then it no longer reduces noise no matter how many samples or denoising I apply.
ie - 60spx renders same result as 20spx with shadow-noise.
I have found Shadow-noise and Reflection-noise are 2 culprits of RayTrace noise that cannot be rendered away in P8, no matter how many samples or denoising is applied.
But again, P8 is better than P7, so VERY GOOD!
- 1 like
Comment
-
Originally posted by TajikToon View PostAnybody knows how can I download the first release of UE 4.22?? I need UE version 4.22.0! By Epic launcher I can just download 4.22.3Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/uFFSEXY
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
Comment
-
I've been taking a look at 4.23 ahead of its release and noticed a few differences in lighting / brightness vs 4.22, specifically in the Infiltrator Demo. There are 4 areas where 4.23 appears to just be making things brighter than 4.22 did. There may be more, but these were what immediately jumped out to me. In all cases I had to make a 75% reduction in brightness to match up.
Materials:- Infil1_Redshirt_Helmet_glass
- M_MaglevHaze
- BackofShield
Here's the Maglev specific example in-editor. Top is 4.23, lower is 4.22
MagLev In-Editor - 4.23
MagLev In-Editor - 4.22
In all three of those materials, we had to add a 0.25 multiplier to the Emissive Color in the material graph to bring their brightness down to match the 4.22 behavior.
Here's the example from the M_MaglevHaze material.
M_MaglevHaze Material in 4.23 to replicate 4.22 brightness
In addition to those three materials, I also noticed that in general the scenes appeared brighter between the two versions and eventually tracked it down to lighting settings in the post processing volumes.
To get back to 4.22 lighting, I had to set the Global Illumination > Indirect Lighting Intensity from its original 1.0 value to 0.25.
These occur in a clean version of the Infiltrator demo, and the brightness translates out to the packaged demo as well, so it's not just an in-editor issue.
Is this the result of an intentional change to lighting in 4.23?
- 3 likes
Comment
Comment