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    FYI: Preview 2 is currently only available on the launcher, source will be live on GitHub later today.

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      Originally posted by VictorLerp View Post

      It seems as if Android defaults to off, so use the dropdown next to 4.23 launch, select "options", scroll down to platforms and check Android. It should default to on and will be fixed by next preview!
      Thanks for the update Victor, your solution works nicely.

      Comment


        Originally posted by Deathrey View Post

        Worked fine on p1, dx11
        Are you sure Render Target Mipmaps are working?

        I'm still getting my texture fading to black as I back away from it when auto generate mips is set to true. If it's set to false it doesn't fade, but also doesn't have mipmapping.

        Attached is the issue I'm seeing.
        Attached Files
        Last edited by Travis_UR; 07-17-2019, 06:58 PM.

        Comment


          Yes, it seems RTGI is not behaving properly, the contribution of the indirect is very dim in comparison to ground truth. Something isn't right here. I was testing this with some point lights. With a directional light the indirect light contribution seems to be almost the same at least to my eyes. Anything else behaves a little different it seems. Would love to hear some insight into this.

          Please see attachments below.

          RTGI settings are as follows:

          3 samples per pixel
          3 bounces
          Attached Files
          Last edited by erikmasta; 07-17-2019, 05:57 PM.

          Comment


            RTGI is really broken. In some cases (outdoor with only a directional light) it works somewhat, ..but in most places its not near useable for anything. The indirect light areas are way to dark and require insanely high intensity values to create indirect light. Is there a way to boost the GI contribution? Had really hoped for a jump in performance and quality from 4.22 but it seems this is not the case...
            Last edited by datee; 07-17-2019, 06:58 PM.

            Comment


              Is there a reason why my sun light is uneditable?

              I kept thinking this was broken or something but it turns out that the Light Component is locked and it is saying:
              "Native components are editable when declared as a UProperty in C++"

              Whats going on? I have never seen this before and how do i get rid of this? Light Component cant be modified at all.

              Comment


                Can I use Chaos in Preview 2 from the launcher? or is it still only available in the GitHub version?

                Comment


                  Originally posted by Εxtrone View Post
                  Can I use Chaos in Preview 2 from the launcher? or is it still only available in the GitHub version?
                  It's only available if you download and compile the engine from GitHub. Take a look at this thread for more details!

                  Comment


                    PLEASE NOTICE THIS!!! UE-65983 still unresolved.

                    It's marked as "Cannot reproduce" but it's absolutely reproducable. GoogleVR plugin is BROKEN and you can't build anything for non-daydream phones. Where do i report of a bug in your bug report system?
                    upd. It's not reproduced probably because it was tested on the Daydream phone and it's not mentioned in the issue page.
                    Last edited by MitRA; 07-18-2019, 03:56 AM.

                    Comment


                      Happy to report that in preview 2 I can now package specifically for the Go or Quest.Thanks.

                      Comment


                        Originally posted by LordHar View Post
                        Happy to report that in preview 2 I can now package specifically for the Go or Quest.Thanks.
                        Can I ask; you don't use MobileMultiView or do you? I just tested with prev2 and it seems that enabling that (and get a nice fps increase like in 4.22) breaks my projects and I'm stuck at the three blinking dots and a black screen.

                        Comment


                          Originally posted by erikmasta View Post
                          Yes, it seems RTGI is not behaving properly, the contribution of the indirect is very dim in comparison to ground truth. Something isn't right here. I was testing this with some point lights. With a directional light the indirect light contribution seems to be almost the same at least to my eyes. Anything else behaves a little different it seems. Would love to hear some insight into this.

                          Please see attachments below.

                          RTGI settings are as follows:

                          3 samples per pixel
                          3 bounces
                          This actually could be the case if your material is 100% (1.0) white. In that case, path tracer without any specific ray depth termination will always produce extremely bright result as there is no energy extinction. That's why it's a rule of a thumb to never use 100% white materials in any scenes in offline rendering. Light then loses no energy, which causes both poor realism and significant performance issues. Also, that would be the case where limited vs unlimited bounce amount would make such drastic difference.

                          That being said, if your material isn't 100% white, then it's not this issue. But since the ground truth GI contribution on your image is so unrealistically bright, I think it could be. Other issue could be the path tracer light not respecting exposure settings or something.
                          Last edited by Rawalanche; 07-18-2019, 06:09 AM.
                          https://www.artstation.com/artist/rawalanche

                          Comment


                            Originally posted by maxbrown View Post

                            Can I ask; you don't use MobileMultiView or do you? I just tested with prev2 and it seems that enabling that (and get a nice fps increase like in 4.22) breaks my projects and I'm stuck at the three blinking dots and a black screen.
                            Haven't tried it on 4.23 yet.

                            Comment


                              Originally posted by Rawalanche View Post

                              This actually could be the case if your material is 100% (1.0) white. In that case, path tracer without any specific ray depth termination will always produce extremely bright result as there is no energy extinction. That's why it's a rule of a thumb to never use 100% white materials in any scenes in offline rendering. Light then loses no energy, which causes both poor realism and significant performance issues. Also, that would be the case where limited vs unlimited bounce amount would make such drastic difference.

                              That being said, if your material isn't 100% white, then it's not this issue. But since the ground truth GI contribution on your image is so unrealistically bright, I think it could be. Other issue could be the path tracer light not respecting exposure settings or something.
                              nope something not right about rtgi on 4.23.0 P1 & P2 ..... 4.22.3 works fine but this preview release seems not working

                              Last edited by Nocturness; 07-18-2019, 07:02 AM.

                              Comment


                                I am having some issues in 4.22 which are still present in 4.23p2:

                                - DXR Transluscency Refraction is not being affected by the material values, however the path tracer does reflect those values (Report Case #00121528)

                                - DX12 causes material function SpiralBlur-SceneTexture to not compile, error output is unhelpful (Report Case #00121529)

                                If anyone finds workarounds on these please give me a poke!

                                Thanks

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