Announcement

Collapse
No announcement yet.

UE4 “Zen Garden” using Metal API for iOS 8 revealed at WWDC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    Did I understand it right if the real claim here is that the per-mesh CPU setup cost in Metal is 1/10th that of OpenGL on iOS Touch devices?
    So, things like fill rate, shader complexity, etc, are largely unaffected?
    There was a mention of being able to use more shaders in Metal than OpenGL; I don't quite understand where that number comes from?

    Btw: The Metal documentation and iOS8 beta is up on developer.apple.com, so presumably the NDA is now lifted.

    Comment


      #32
      Amazing. Go Epic!
      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

      Comment


        #33
        If someone is stil interested, a youtube version of the complete Presentation in HD without any nonsense(commentary etc):


        Greetings
        Memnarch

        Comment


          #34
          Originally posted by Denny View Post
          Here's a Youtube mirror (with annoying commentary). The link takes you directly to when Tim walks up on stage.

          http://youtu.be/EKHHAPuTNG8?t=1h53m52s
          This is like MST3K or a snarky Let's Play, except for live streams of tech conferences. They have a bunch of these. o.o

          Comment


            #35
            Thanks Memnarch for providing the Youtube Link

            Comment


              #36
              EPIC!

              Comment


                #37
                Is Paper2D going to take advantage of Metal?

                One of the Apple Metal demos is of a textured quad, like they're kind of strongly suggesting it's also ideal for 2D.

                Here's the demo:

                https://developer.apple.com/library/...nkElementID_14
                Last edited by dissid3ntly; 06-13-2014, 05:20 AM. Reason: Add url...

                Comment


                  #38
                  Originally posted by jwatte View Post
                  Did I understand it right if the real claim here is that the per-mesh CPU setup cost in Metal is 1/10th that of OpenGL on iOS Touch devices?
                  So, things like fill rate, shader complexity, etc, are largely unaffected?
                  Metal works on A7 devices (iPhone 5s, iPad Air) only.
                  You are right that fillrate, shader complexsity, etc doesn't change; it only removes the OpenGL driver overhead, which gets reflected as CPU render time (it's still the same GPU!).

                  Comment


                    #39
                    I rememberyou guys mentioned something about a more expensive but more accurate type of reflection captures in the stream, are these similar to parallax corrected cubemaps and is it possible for me to use these in 4.2 or 4.3?
                    ArtStation - Portfolio

                    Comment


                      #40
                      Originally posted by Tim Sweeney View Post
                      We'll release the Metal code in GitHub as soon as the Apple code NDA's are lifted, and it will subsequently be available through the launcher in the next UE4 release to follow. We are guessing the GitHub release will coincide with the public release of iOS 8, and we'll let everyone know if there is an opportunity to release it earlier.

                      We're really excited about the things Metal makes possible as a result of its 10x increase in the CPU efficiency of rendering. It really blurs the line between what's possible on high-end computers and iPhone/iPad!
                      Awesome work!

                      It's kind of a shame this is limited to iOS though, rather than superior game platforms - would be nice to see a consistent way to do this between NVIDIA/AMD on PCs.

                      Tablet/phone gaming isn't that interesting to me, personally.
                      Storyteller - An immersive VR audiobook player

                      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                      Comment


                        #41
                        Originally posted by n00854180t View Post
                        Awesome work!

                        It's kind of a shame this is limited to iOS though, rather than superior game platforms - would be nice to see a consistent way to do this between NVIDIA/AMD on PCs.

                        Tablet/phone gaming isn't that interesting to me, personally.
                        It's not to me either, but you're missing the point. I think most of graphic cards today are capable of handling the zen garden easily and there's no need for involvement of the CPU. Metal makes a big difference only on mobile, and while it's good to have a similar tool on android as well, but I don't see that happening any time soon considering vast range of CPUs used on these devices. So in the end, it makes sense to have it on iOS only, at least for a good while.

                        Comment


                          #42
                          Se podrá compilar para IOS desde windows sin requerir una Mac?

                          It will be compiled for IOS from windows without requiring a Mac?

                          Comment


                            #43
                            Hey epic! I love the look of this demo. I'm super impressed by the soft shadows you guys have going on, is it possible to tell us a little bit how this is achieved. I have tried several things with different degree of succes, but I'd love to know which technique you guys use Thanks in advance!

                            Comment


                              #44
                              Thanks!
                              The soft shadows were achieved by setting the LightsourceAngle to be greater than the default. That is under the directional light properties. You have to click the little down arrow to expand the properties to see the option. These type of soft shadows can only be achieved using a static lighting lightmass rebuild. You will probably want to use a production rebuild quality if you have a fuzzy light source (aka large light source angle) as it uses multiple passes to create the blur, and lower qualities use fewer passes.
                              Ryan Brucks
                              Principal Technical Artist, Epic Games

                              Comment


                                #45
                                Hey Osman this is what we did to get the soft shadows.
                                Select the Directional light and set the Mobility to "Static" (this means no distance field shadows) then in the Lightmass rollout there is a value for "Light Source Angle". Higher values mean softer shadows. A value between 4 and 8 works very well to get this overcast look.
                                The Directional light brightness should be low and most of the light is coming from the Skylight. The Skylight mobility needs to be set to "Static" on mobile but on PC it can be "Stationary".
                                Also make sure the lightmap resolution on you Staticmeshes is high enough.

                                Comment

                                Working...
                                X