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What happened to the "large world coordinate system" feature, the highest voted in the roadmap?

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    #31
    Since they are nowadays pushing the engine to "enterprise" projects beyond games, yes this a must have, specifically for training/military simulations.
    ​​​
    | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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      #32
      Epic seem a bit too comfortable to care right now...
      Plus, PUBG / ARK have already worked around it...
      And they're 2 that could have applied pressure etc.

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        #33
        Originally posted by franktech View Post
        Epic seem a bit too comfortable to care right now...
        Plus, PUBG / ARK have already worked around it...
        And they're 2 that could have applied pressure etc.
        I think that Epic are busy with other things and are stretched a bit thin.

        My 2 cents.

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          #34
          Originally posted by BrUnO XaVIeR View Post
          Since they are nowadays pushing the engine to "enterprise" projects beyond games, yes this a must have, specifically for training/military simulations.
          ​​​
          As long as PhysX itself do not support double precision it's very unlikely that UE will.
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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            #35
            Originally posted by iniside View Post

            As long as PhysX itself do not support double precision it's very unlikely that UE will.
            Not out of the box. PhysX solution to this is:
            http://docs.nvidia.com/gameworks/con...iginShift.html

            and unless something changed in the last two years, this is the reason for partial support of doubles:
            https://devtalk.nvidia.com/default/t...ion-of-physx-/
            Youtube Channel

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              #36
              I think Squad devs are trying to implement Multiplayer World Origin Rebasing into their game by using the functionality provided by the engine, but I read that it requires them to go over all RPCs and check that fvectors and other stuff regarding coordinates are sent in a consistent manner.

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                #37
                Originally posted by jonimake View Post
                I think Squad devs are trying to implement Multiplayer World Origin Rebasing into their game by using the functionality provided by the engine, but I read that it requires them to go over all RPCs and check that fvectors and other stuff regarding coordinates are sent in a consistent manner.
                Interesting... It'd be great to read more on that... Any links?

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                  #38
                  Originally posted by franktech View Post

                  Interesting... It'd be great to read more on that... Any links?
                  https://www.reddit.com/r/joinsquad/c...squad/doa22hp/

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                    #39
                    Originally posted by jonimake View Post
                    https://www.reddit.com/r/joinsquad/comments/75yu5j/animation_system_update_squad/doa22hp/
                    Cheers!

                    Squad + PUBG are both using origin-shifting rather than opting for changing source to doubles...
                    https://www.pcgamesn.com/playerunkno...nreal-engine-4

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                      #40
                      Any updates on the large world coordinate system feature? Many of us are still waiting for it...even after all these years.

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                        #41
                        What exactly is world coordinate system?

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                          #42
                          Originally posted by Brian2524 View Post
                          What exactly is world coordinate system?
                          Brian2524 You can think of world coordinates as the main coordinate system of the application. This includes coordinates like (latitude, longitude) and the cartesian (x,y,z) they are converted to. Pretty much any coordinates used prior to their conversion / transformation by the perspective and viewing parts of the graphics pipeline. World coordinates can be in higher precision than what is used at the sharp end: in later parts of the graphics pipeline. However, it is really only worth having high precision if floating origin / shifting/ re-basing is used to preserve accuracy through the pipe.

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