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

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  • replied
    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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  • replied
    What exactly is world coordinate system?

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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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-/

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  • replied
    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.

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  • replied
    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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  • replied
    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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  • replied
    Since they are nowadays pushing the engine to "enterprise" projects beyond games, yes this a must have, specifically for training/military simulations.
    ​​​

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  • replied
    Curious if there are any updates from Epic regarding this, it is still a highly requested issue.

    Both Unigine and Star Citizen are able to support 64 bit positions and physics, in fact one team swapped from UE4 to Unigine for this reason: https://devblog.dualthegame.com/2016...-to-unigine-2/.

    Can we reconsider such an addition in principle? what are the bare minimum modules that would need to be updated to support 64 bit positions? Even just highlighting the systems that would likely need changing could open the door for smart pull requests. If done right with code architecture, this feature could be toggle-able for other platforms that may not benefit from it (that said even mobile phones are 64bit natives these days).

    Regarding 64bit physics, Has NVidia provided an update on 64-bit calculations in physx for CPU?

    It would also certainly enhance the case for using UE4 in simulation environments.
    Last edited by getnamo; 10-21-2017, 03:08 PM.

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  • replied
    Seems Unigine support large world system(Unbounded Worlds)

    Really need this.

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  • replied
    Originally posted by JamesG View Post
    That card did not refer to 'origin rebasing' (which is already supporting) but actually changing the engine to use double precision for world positions. After doing some investigation, this just doesn't seem like the right thing for us to work on at the moment. It would be a HUGE amount of work (basically every FVector and FTransform could potentially change), and would probably make upgrading rather painful for users.
    What have you actually done that we voted on?

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