Announcement

Collapse
No announcement yet.

4.17-4.18 LPV is completely broken. 4-19 - what's next ?

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

    [PROGRAMMING] 4.17-4.18 LPV is completely broken. 4-19 - what's next ?

    Dear Epic,

    You are making an impressive and amazing product. I have been using it almost a year, i love it and i am close to release my own project.

    My product is critically depends on Dynamic GI - Light Propagation Volume. I see this feature as one of the most important in UE.

    I tried to upgrade my project to 4.17.2 and i've got following:

    1. LPV Intencity is not working as intended UE-51644 https://issues.unrealengine.com/issue/UE-51644

    2. Emissive material does not contribute to LPV. Can't find a ticket in the bug tracker - but saw it before. There are a couple of topics around. It seems like related to (1) https://answers.unrealengine.com/que...usion-bug.html

    3. Finally got stable crash in the shipping build with LPV enabled(probably race condition) - UE-49205. This one is marked as fixed in 4.19 - but never checked. https://issues.unrealengine.com/issue/UE-49205


    So i rolled back to 4,16.3 and still there. I can't go further.

    I do programming over 20 years and i completely understand software development, therefore i tried to move on the previous major version with hope to get stable engine. But i see that i can't do it either. You add a lot of new features - but these critical bugs exist within 2 major versions and probably more - lots of projects, depend on LPV got stuck in 4.16. How can we develop our projects with such mess ? I can fix simple issues in engine by myself - but not these above.

    Dear Epic, could you please pay more attention to fix critical issues for existing functionality.

    Sincerely, Alex V.
    Last edited by Alex-V; 12-06-2017, 06:06 AM.

    #2
    Unreal Engine is unfortunately not a good choice if you want stability. Its development is completely guided by Epic's internal projects. If Epic needs a bug fixed for something they are developing, then it might get fixed. If not, its going to stay broken.
    Last edited by BlackFangTech; 12-08-2017, 01:07 AM.

    Check out my discord -> https://discord.gg/kQdVwJ3

    Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

    Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

    Comment


      #3
      Emissive materials contributing to the LPV or the Lightmass would be really cool, since they can be used to create static lighting, isn't the lightmass considered static lighting ?

      Comment


        #4
        The 3rd has been solved, coming to 4.19.
        https://issues.unrealengine.com/issue/UE-49205

        Comment


          #5
          LPV in UE4 is like Paper2D and alikes (isn't really an official tool, someone submitted and its added, but nobody at Epic really support these tools).
          In case of LPV, an external studio developed it then Epic integrated into the engine from a pull request; but Epic staff themselves never used it so Epic will most likely never touch this "feature"...

          And guess what: LPV was developed by (if I remember this right) Lionhead studio. Lionhead is dead.
          The rule of thumb is: If Epic Games isn't using a feature you rely on then don't expect support or even bug fixes.
          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

          Comment


            #6
            Is there any real reasons why you are upgrading to 4.18? If everything is working as it is in 4.16, then might as well keep it. Stable is sometimes subjective, as ultimately it is you that make the call.

            As for me, I am still using 4.15 and does not plan to upgrade as it already gives what I want. I may upgrade to 4.16 though if the time permits.

            Comment


              #7
              Originally posted by BrUnO XaVIeR View Post
              And guess what: LPV was developed by (if I remember this right) Lionhead studio. Lionhead is dead.
              The rule of thumb is: If Epic Games isn't using a feature you rely on then don't expect support or even bug fixes.
              That's OK. I guess Epic should mark such features as "experimental" and "not supported" then...But I see that this one has official documentation and contained in official release as supported feature.

              Anyway, I think it is great and awesome for Epic to have such feature as dynamic lightning.
              Last edited by Alex-V; 12-15-2017, 04:26 AM.

              Comment


                #8
                Originally posted by Syed View Post
                Is there any real reasons why you are upgrading to 4.18? If everything is working as it is in 4.16, then might as well keep it. Stable is sometimes subjective, as ultimately it is you that make the call.

                As for me, I am still using 4.15 and does not plan to upgrade as it already gives what I want. I may upgrade to 4.16 though if the time permits.
                Of course - sticking on the same version of engine minimizes bugs - at least makes it known. But it increases the cost of your future upgrade on the head version since one day you must do it anyway if you want to use new cool features and develop long term project. So i usually use "one major version past from head" politic - it smooths upgrade and gives me opportunity to use cutting edge features.

                Comment


                  #9
                  Originally posted by Moddingear View Post
                  Emissive materials contributing to the LPV or the Lightmass would be really cool, since they can be used to create static lighting, isn't the lightmass considered static lighting ?
                  Emissive materials contribute to the LPV in 4.16 - I don't actually know about lightmass and static lightning since i use fully dynamic.

                  Comment


                    #10
                    LPV was an Epic-feature I believe, it was in UDK. The stuff from Lionhead was just a few tweaks and fixes to make it work better when they were working on Fable Legends.

                    Comment


                      #11
                      when was LPV ever in UDK? (pretty sure it wasnt)
                      Follow me on Twitter!
                      Developer of Elium - Prison Escape
                      Local Image-Based Lighting for UE4

                      Comment


                        #12
                        It's such a shame that LPV wasn't brought to a usable state (cascades etc.) since it's initial integration in 2015. Then we would at least have something now for bounce light in a fully dynamic lighting scenario.
                        ArtStation

                        Comment


                          #13
                          Originally posted by BlackRang666 View Post
                          Unreal Engine is unfortunately not a good choice if you want stability. Its development is completely guided by Epic's internal projects. If Epic needs a bug fixed for something they are developing, then it might get fixed. If not, its going to stay broken.
                          Originally posted by BrUnO XaVIeR
                          The rule of thumb is: If Epic Games isn't using a feature you rely on then don't expect support or even bug fixes.
                          These sound like statements made out of frustration, not based on facts. We're working with one of (if not the) most powerful open-source engines available, for free. Epic contributes massive amounts of energy to their engine, integrating hundreds of pull-requests, implementing feature requests, fixing bugs, so-on-and-so-forth. Let's not forget how much knowledge and training they make available via documentation and live-stream training sessions. Members from the Epic staff release content goodies regularly, as well.

                          Now do the big, paying studios get a priority in the grand scheme of things? Of course- Epic still has bills to pay and employees to feed, and a profit to be made. Welcome to the real world. Still... we the community reap plenty of rewards and free stuff. If someone doesn't like something, they aren't being handcuffed here. Plenty of other options, like GameMaker for those types.

                          Back on the topic of LPV/GI in general... We have a few options available now, and none of them are a magic bullet. I've worked with all of the options, obscure to "official". One can definitely make well performing and amazing looking scenes using any of them, with enough research and tinkering. Are any of them a drop-in, one button solution to complete sandbox, open-world and indoor GI lighting? Nope- get to work and do what you can with you have, and pray to the gods that the magic bullet is being engineered.

                          Epic isn't stupid. They've been around for at least a few days in this crazy industry. Chances are they know how powerful and desired GI is. While the whole debacle with poor Lionhead getting put on the chopping block sucks and surely threw a monkey in the LPV wrench, I'd bet Epic is hard at work or at least has their eye on a badass solution for then engine in the GI department.

                          Comment


                            #14
                            Originally posted by Derjyn View Post

                            Epic isn't stupid. They've been around for at least a few days in this crazy industry. Chances are they know how powerful and desired GI is. While the whole debacle with poor Lionhead getting put on the chopping block sucks and surely threw a monkey in the LPV wrench, I'd bet Epic is hard at work or at least has their eye on a badass solution for then engine in the GI department.
                            I hope too that they invent best GI that works well for inside and for outside. If it still takes some time then so be it, perfection and stability needs time. Unreal easy learning curve even for non-programmer, openness, stability, future proof is why i want really commit myself only to UE4
                            tox.chat - Skype alternative
                            blender.org - 3D suite

                            Comment


                              #15
                              Originally posted by Derjyn View Post

                              These sound like statements made out of frustration, not based on facts. We're working with one of (if not the) most powerful open-source engines available, for free. Epic contributes massive amounts of energy to their engine, integrating hundreds of pull-requests, implementing feature requests, fixing bugs, so-on-and-so-forth. Let's not forget how much knowledge and training they make available via documentation and live-stream training sessions. Members from the Epic staff release content goodies regularly, as well.

                              Now do the big, paying studios get a priority in the grand scheme of things? Of course- Epic still has bills to pay and employees to feed, and a profit to be made. Welcome to the real world. Still... we the community reap plenty of rewards and free stuff. If someone doesn't like something, they aren't being handcuffed here. Plenty of other options, like GameMaker for those types.

                              Back on the topic of LPV/GI in general... We have a few options available now, and none of them are a magic bullet. I've worked with all of the options, obscure to "official". One can definitely make well performing and amazing looking scenes using any of them, with enough research and tinkering. Are any of them a drop-in, one button solution to complete sandbox, open-world and indoor GI lighting? Nope- get to work and do what you can with you have, and pray to the gods that the magic bullet is being engineered.

                              Epic isn't stupid. They've been around for at least a few days in this crazy industry. Chances are they know how powerful and desired GI is. While the whole debacle with poor Lionhead getting put on the chopping block sucks and surely threw a monkey in the LPV wrench, I'd bet Epic is hard at work or at least has their eye on a badass solution for then engine in the GI department.

                              Oh really? Okay... LMGTFY:

                              Originally posted by DanielW
                              SSGI seems like a good feature as long as you limit it to small scale bounce lighting and pair it with a medium / large scale technique (much like SSAO + DFAO). I'm not a fan of screen space techniques for large scale lighting, the quality is just too inconsistent. You can make a great screenshot or video, but once interactivity comes into play they fall down.

                              As for Dynamic GI development in UE4, it's something that myself and several others would love to work on, and something the engine needs. When it comes to big features like this, we can only justify the development time if it aligns with an internal project's needs, and right now that's just not happening. Not the answer you were looking for, but that's the current reality.
                              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                              Comment

                              Working...
                              X