Announcement

Collapse
No announcement yet.

Unreal Engine 4.13 Preview

Collapse
This topic is closed.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Slicing Utility for ProceduralMeshComponent
    I can stop work on it
    Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

    Comment


      #47
      Do we have tesselation applied in landscapes in Z axis now?
      https://vorixo.github.io/devtricks/

      Comment


        #48
        Actually i would love to know a bit more about
        Improvements to Instanced Stereo Rendering
        And why no (official) word about the forward shading, even if experimental?

        Cheers,
        Indy
        FinalCamera on Marketplace / Web Demo
        TopDown Toolkit on Marketplace / Web Demo

        Comment


          #49
          Originally posted by vorixo View Post
          Do we have tesselation applied in landscapes in Z axis now?
          I'm sure that's LOD you're referring to, not tessellation

          "should" be there now too
          Follow me on Twitter!
          Developer of Elium - Prison Escape
          Localized IBL for UE4

          Comment


            #50
            Originally posted by Chosker View Post
            I'm sure that's LOD you're referring to, not tessellation

            "should" be there now too
            for the enviroment i work is kind of necesary because we are doing a space to ground based game with big maps, so this is a great new for the team i guess
            https://vorixo.github.io/devtricks/

            Comment


              #51
              Good performance improvements using forward rendering in VR. It's not quite as fast as the oculus build but the output is more akin to the regular renderer. I can run my game at 150 percent which is ok, but i need a higher oversampling to get clear image quality in the distance. In the oculus build I can run at 250 percent/90fps and my distant landscape is crystal clear. Looking forward to further improvements to this renderer and hopefully a merge with nvidia's multires tech too.

              Great work!

              Comment


                #52
                Originally posted by Daniel.Wenograd View Post
                No, it's not. I'm not sure where that rumor sprung up, but we only just got the topic back in focus on the to-do list recently, they won't have results so quickly.
                Anyway, it is on the todo list

                Comment


                  #53
                  Originally posted by Dannington View Post
                  Good performance improvements using forward rendering in VR. It's not quite as fast as the oculus build but the output is more akin to the regular renderer. I can run my game at 150 percent which is ok, but i need a higher oversampling to get clear image quality in the distance. In the oculus build I can run at 250 percent/90fps and my distant landscape is crystal clear. Looking forward to further improvements to this renderer and hopefully a merge with nvidia's multires tech too.

                  Great work!
                  By any chance have you played around with the number of dynamic lights and can say something about the performance impact (since i wont be at my main pc until tomorrow)

                  Cheers,
                  Indy
                  FinalCamera on Marketplace / Web Demo
                  TopDown Toolkit on Marketplace / Web Demo

                  Comment


                    #54
                    Gald to see some more VR optimizations. Please keep pushing in this direction. Lots of people use UE because of VR!!!

                    Comment


                      #55
                      Fantastic job. As always, very exciting to see all the new updates!

                      Comment


                        #56
                        I'm so happy! Thank you so much Epic!! I'm finally able to open my project with this version! (crash in 4.12)

                        Comment


                          #57
                          I find that the landscape has a critical issue concerning packaging for ios.
                          Here's the link:https://answers.unrealengine.com/que...cal-issue.html

                          Thanks! [MENTION=9]Stephen Ellis[/MENTION]

                          Comment


                            #58
                            Exciting installing now!!

                            These sound intriguing so hoping to be able to catch the livestream for more info,

                            Physical Animation Component (Experimental)
                            Pose Driver Animation node (Experimental) EDIT: Ah read the reply above for these ones!
                            Pose Asset

                            Definitely testing this one to see if I get some performance improvements playing 'video textures' in my VR project,

                            Media Framework Overhaul


                            Forward shading? Have to look into this too as any ways to get faster rendering are much appreciated to hit those pesky 90fps. (I wish they stayed at 75 as with DK2)
                            Might this pave way for improved forward rendering style AA methods too maybe? That would be great as that is a not working great at the moment, but I will post separately about that.


                            Cooool!!
                            Fred
                            Last edited by Fredrum; 08-04-2016, 01:28 PM.

                            Comment


                              #59
                              Originally posted by Fredrum View Post
                              Forward shading? Have to look into this too as any ways to get faster rendering are much appreciated to hit those pesky 90fps. (I wish they stayed at 75 as with DK2)
                              Might this pave way for improved forward rendering style AA methods too maybe? That would be great as that is a not working great at the moment, but I will post separately about that.
                              The forward renderer supports MSAA, but thats only in master and not in 4.13.

                              Whats really important for me is that there's some way to have SSAO or something similar with forward shading. I know its not as easy as with deferred, but I would gladly pay the extra cost for the depth buffer for it. At the moment there's no dynamic AO with forward shading I think, at least in 4.13.
                              Easy to use UMG Mini Map on the UE4 Marketplace.
                              Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                              Comment


                                #60
                                Is the GoogleVR Plugin working for iOS now???

                                Comment

                                Working...
                                X