Originally posted by Deathrey
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Tim Hobson | Learning Resources | Epic Games
UE4 Documentation
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Originally posted by Bladerskb View PostBased on your example i don't see the difference.
Its like people saying Epic should implement VXAO when DFAO is exactly the same thing.
https://www.youtube.com/watch?v=FmbrnbpHT9ELast edited by Hevedy; 08-19-2016, 03:32 PM.Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
Hevedy - Image Tools: https://hevedy.itch.io/imagetools
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Originally posted by Bladerskb View Posti'm well aware of that. I'm referring to the results.
And quality of VXAO appears to be much better for interiors
dfao
vxao
Last edited by Ichijo_Norifusa; 08-20-2016, 11:12 AM.
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Originally posted by Ichijo_Norifusa View PostDFAO is messed up on scaled meshes, is not capable of casting AO from skeletal meshes, has extreme ghosting when it comes to movable stuff. VXAO does its job for all meshes, and it does it more accurately, with no ghosting.
And quality of VXAO appears to be much better for interiors
dfao
vxao
If you want to do a real comparison, use the same scene. VXAO is available in UE4 through github.
Fire it up and compare scenes with DFAO.
lastly the cost difference is night and day. DFAO actually runs on consoles.
VXAO? not even close. The most powerful graphic card can barely handle it.
Just like with any nvidia technology, bloated inorder to prop demand for the latest and greatest graphic card.
Is this what you want? https://www.youtube.com/watch?v=rn_aZYUi2xs
10fps difference for minor improvement?Last edited by Bladerskb; 08-20-2016, 12:52 PM.
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Originally posted by Peude View PostUE4.13 Preview 2 - Error from Material if you combine the Metallic and Emissive Color the preview automatic white?
Note: Bug Report - UE4 Answerhub they are not answer, i have a lot question but still useless to post. Maybe they are busy..But thanks for new release
Can you link me to the post you put on the answerhub? Did you make sure to post it in the Bug Reports section?Adam Davis | Marketplace Support | Epic Games
How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter
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Issues with my Blender-Alembic-Unreal workflow:
https://forums.unrealengine.com/show...ic-Unreal-4-13
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I already done.. but i hope someone reply and not ignore my Questionthanks
One more, when i try to rename folder the result: the file transfer to new folder and leave the old folder or its just move the file to new folder created.
Legend:
FFF - old folder name.
Fsub - subfolder
material_file - file inside the folder
F - new folder name
Example:
FFF(Fsub + material_file) === after renaming the folder ===>>> F(Fsub + material_file) + FFF(Fsub)Last edited by Peude; 08-21-2016, 02:20 PM.
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Will there be a C++ Virtual Reality Template in the 4.13 Release?Portfolio/Tutorials: http://chadreddick.com
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Originally posted by Quantum Theory View PostHas anyone gotten mesh decals working and can post a quick how-to?
maybe I had a bit of a bigger expectation out of this feature, but for me the Mesh Decals feel just like another translucency mode. Sure it's better to blend with the details under it and it's probably cheaper (since decals are "free"), but I thought it would behave like a Decal in terms of projecting into the underlying geometry.
[MENTION=987]DarkVeil[/MENTION]: I guess this feature was not intended for that?
I actually wanted to use it onto a SplineMeshActor in an attempt to have spline decals
PS. if I apply a Decal material to a SplineMeshActor it crashes unless I manually enable 'used with Spline Meshes' first in the material
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Can the new BP rendertarget stuff be used to render a mesh?
Does this already exist in C++, Or is this new?Never say Never, Because Never comes too soon. - ryan20fun
Frames Per Second is NOT a proper performance metric, You should use frame time. You can read this or this as to why.
(Profiling) Tools: RenderDoc (UE4 Plugin), NVIDIA nSight, AMD GPU PerfStudio, CodeXL
Good articles/Series: A trip through the Graphics Pipeline 2011
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