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[Twitch] SpeedTree - June 19, 2014

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    #46
    Originally posted by Kafu View Post
    Auto-reply (thanks also to email support from SpeedTree):
    1. in some way, playing with associated static meshes and/or extra textcoords;
    2. ?
    3. yes, seems possible;
    4. SpeedTree is integrated as a third-party binary library.
    On number 2. I'm not 100% sure but when dealing with physics based animations such as wind it's often common for it to never be 100% synched with every client. Reason is the game will send the physics data down to the client, but each clients GPU processes things differently in regards to physics. Trying to run physics simulations then passing the draw code down ends up costing a ton of bandwidth, so instead most engines run the simulations serverside, package up the physics simulation data and send it down to the client to deal with. From there it's GPU independent on the results. It will be really close, but never 100%. Now with that said I haven't got into if UE4 has made changes to how it's dealing with the simulations, in regards to large scale. I know in some situations it's key for "physics" to be synced, IE someone shooting a barrel and it's position being exact on all clients, but that would still mostly come at a replication of position hit for data. If it's not important though IE wind affecting tree movement or such with small variations, being acceptable most engines save the bandwidth, just send or cache the simulations and force client machines to deal with it.

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      #47
      From SpeedTree support: seems that a synced animation could be achieved disabling the "gusting" option. Is still unclear if the clock used by SpeedTree (that is the UE4 internal time) is synchronised between network clients. Anyone have info about it?

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        #48
        Hi,

        what's the difference between Speedtree integrated in UE4 and Speedtree you buy for UE4?

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          #49
          Speedtree support is integrated into UE4 so you can adjust wind and easily import the assets, not really much difference from standard assets accept for a wind control node.

          SpeedTree Modeler is the program with witch you create the tree models and materials to export into UE4.

          Originally posted by Nic727 View Post
          Hi,

          what's the difference between Speedtree integrated in UE4 and Speedtree you buy for UE4?


          Twitter - @TheCSilverman

          Ancient Cistern | Advanced Material Pack Ed. 1 | Advanced Material Pack Ed. 2 | Advanced Material Pack Ed. 3 | Texture Pack Ed. 1 | Container Pack Ed. 1 | Road Sign Pack Ed. 1

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            #50
            There seems to be a Problem with the Wind in UE4. If I import a SpeedTree Tree and have a WindSource in the scene I can change its Values and It changes the Wind in the scene. But when I try to change the Values during Gameplay it doesn't gets updated and stays at the Value it had during the start of gameplay, which makes dynamic Wind for Trees impossible at the moment.

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              #51
              moved over too speedtree forums.
              Last edited by Meathead; 07-13-2014, 10:15 AM.
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