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

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  • replied
    Originally posted by seenooh View Post
    Hi Josh!

    Just so I make sure I understand correctly, does this mean, in the long run, that users of the precompiled binaries will never be able to submit their applications to the Appstore unless they switch use the full source?
    Nope, we just need to wait until Apple ships IOS8 and its development tools officially. Right now, it's all beta, so it can't be used to submit to the App Store. Sorry for the confusion! (I edited the post to make it more clear)

    Josh

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  • replied
    Originally posted by Josh Adams View Post
    It will be in the GitHub version only; we can't put it into the precompiled binaries we ship for non-GitHub builds, because you can't submit an executable compiled with the new Xcode to the App Store.
    Hi Josh!

    Just so I make sure I understand correctly, does this mean, in the long run, that users of the precompiled binaries will never be able to submit their applications to the Appstore unless they switch use the full source?

    Thanks!

    Leave a comment:


  • replied
    Due to changes with Apple's NDA/confidentiality stuff with IOS8, the API is public, and so we are able to check Metal support in to the engine before IOS8 is officially out.

    It will be in the GitHub version only; we can't put it into the precompiled binaries we ship for non-GitHub builds, because you can't submit an executable compiled with the new Xcode to the App Store until Apple releases IOS 8/Xcode 6 officially (no longer beta, which will be several months away most likely).

    However, with 4.3, the code will be there, and if you compile with the beta Xcode (which you need to be a registered developer to download), then it will automatically compile in Metal support (and you will have to make a change to have the cooker generate Metal shaders).

    We are currently fixing it to work with some changes that happened in the main branch while we worked for a couple months in a special Metal branch, but I expect we will have it working again before 4.3 ships.

    At the bottom of this page, you can see what Apple has shown publicly (everything, basically ):

    https://developer.apple.com/ios8/

    Glad you guys liked the demo! We had a great timing making it, and supporting the awesome API that is Metal!
    Josh
    Last edited by joshbadams; 06-23-2014, 03:53 PM. Reason: Clarified a confusing point

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  • replied
    Originally posted by Farshad12 View Post
    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.
    My understanding is that Metal is very similar to AMD's Mantle, and that is a desktop shader language. The improvements would not likely be as noticeable as they are on mobile, but there definitely would still be a benefit to having Metal for the desktop, especially with Apple's less-than-stellar record when it comes to desktop GPU drivers. Whether they'll actually bring it to the Mac is anyone's guess, but I assume not sooner than the next major OS X release.

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  • replied
    Originally posted by Farshad12 View Post
    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.
    Of course PCs can run that - but that doesn't mean there isn't room for improvement on the overhead of PC rendering APIs, which could net similar additional improvements to image quality above what is already on PC, or performance.

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  • replied
    Hey guys, thanks for the speedy reply, I got it all working now. Much appreciated!

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  • replied
    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.

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  • replied
    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.

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  • replied
    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!

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  • replied
    Se podrá compilar para IOS desde windows sin requerir una Mac?

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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

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  • replied
    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!).

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  • replied
    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...

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