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Support for forward rendering

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  • replied
    +1 for 2D and mobile.

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  • replied
    can any one of the staff answer if this is possible please?

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  • replied
    but whit the mobile settings of the forward rendering you cant use pixel light you use only vertex light

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  • replied
    Well, it should be possible to modify the source code to allow the D3D_ES2 to be used when packaging games for Windows. It's the renderer used for "mobile preview", but last time I checked some changes are needed so it will generate and package shaders.

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  • replied
    i have a intel hd 3000 too. i get 30-40 fps but without effect ,antilaiasing ,postprocesing and low quality shadow .
    if ue4 support forward render the fps will increase.
    if ue4 support it for mobile and html5 why not pc and other devices ?
    Last edited by Erindi; 09-15-2015, 07:39 AM.

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  • replied
    Try to make an 854x480 mode (or perhaps 1024x576) for the lower-end cards. They can often do geometry just fine, and what's hurting them is fill rate.
    Also: 854x480 will let you test what it would look like in SD widescreen, if that's still something you care about :-)

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  • replied
    +1

    I find the deferred renderer a bit too much for an Intel HD 3000 to handle. Even if your game is 2D or uses only unlit materials, the G-buffers are still being filled.

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  • started a topic Support for forward rendering

    Support for forward rendering

    can you make forward rendering support not only for mobiles and html5 but for pc too.
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