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Cloudscape Seasons - v1.1

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  • #76
    We had a fix candidate for the issue with blueprint nativization, but it is not working in 4.19 so we prefere to not include it now and study a bit more why such difference. Tests of other features keep going.
    Nilson Lima
    Technical Director @ Rigel Studios Ltda
    Art is a state of Spirit
    UE4 Marketplace:
    Cloudscape Seasons

    Comment


    • #77
      Version 1.2 almost there for submission. While the testing is being concluded, we are rewriting the demo maps for a more pleasant experience, with a new demo executable coming after and finally the so awaited HowTo's video series.

      Just a glimpse of the new Cumulus material setup:

      Last edited by NilsonLima; 02-07-2018, 05:30 PM.
      Nilson Lima
      Technical Director @ Rigel Studios Ltda
      Art is a state of Spirit
      UE4 Marketplace:
      Cloudscape Seasons

      Comment


      • #78
        Another fix will be included that has passed QA:

        - a workaround to make the clouds be rendered on top of other transparencies setting Render After DOF on that material to false is not needed anymore.

        We are still working hard to make the new feature Evolution Orchestrator to come along this submission plus everything else we have said earlier for version 1.2.
        Nilson Lima
        Technical Director @ Rigel Studios Ltda
        Art is a state of Spirit
        UE4 Marketplace:
        Cloudscape Seasons

        Comment


        • #79
          Another "fix" or more like a workaround will be made available for the asset be successfully packaged with Vulkan (Vulkan is still as experimental feature). The "fix" actually was done because the current material graph is producing an unknown error in the shader compiler for Vulkan and which is not triggering compilation error producing a successful build, and in the end makes the whole cloudscape invisible in execution. Im discussing this issue closely with the Epic's engine developer for this part and it might be possible the "fix" is not necessary... anyway a solution exists otherwise and the main material will be duplicated to M_CloudscapeVk and it should be used for while for those who want to test Vulkan.

          Now, about the performance... unfortunately the performance it not ok "yet". I was expecting a great improvement, but as it is for now there is a consistent 16-18 FPS drop on a specific test where the expected framerate was 76 FPS which represents a great loss. Lets hope it gets better before leaving experimental status!

          We are talking here about Vulkan for desktop, not for mobile and I didn't even try to get there, mainly because currently the shader compiler path is the same for both and the solution would still be too heavy for mobile despite the display having less resolution to play with. If you want to try, be my guest, but beware things will get hot!
          Nilson Lima
          Technical Director @ Rigel Studios Ltda
          Art is a state of Spirit
          UE4 Marketplace:
          Cloudscape Seasons

          Comment


          • #80
            So far, we have choosen a scene not too complex, with simple materials mostly (all green), FX 9370 3.6GHz and GTX 1080 not OC'ed and to be delivered for versions UE 4.17, 4.18 and 4.19 the remaining conditions:

            Conditions: texture sizes 2048, Epic settings, Full HD, dynamic lighting, main light with movement each second to simulate 1 hour = 36 seconds (time pass 100 x faster), minimum SM5 feature set, Vulkan for Desktop

            test a) Deferred Render, DX12, SM5, 160 raymarch steps : 69 FPS
            test b) Deferred Render, DX12, SM5, 384 raymarch steps : 51 FPS
            test c) Forward Render, DX12, SM5, 160 raymarch steps: 84 FPS
            test d) Forward Render, DX12, SM5, 384 raymarch steps: 58 FPS
            test e) Deferred Render, Vulkan, SM5, 160 raymarch steps : 46 FPS
            test f) Deferred Render, Vulkan, SM5, 384 raymarch steps : 35 FPS
            test g) Forward Render, Vulkan, SM5, 160 raymarch steps: 57 FPS
            test h) Forward Render, Vulkan, SM5, 384 raymarch steps: 41 FPS

            The amount of raymarch steps choosen 160 and 384 refers to minimum for gaming and minimum for cinematics quality respectively.

            Notice that both APIs (DX12 and Vulkan) have better performance in Forward Render. Vulkan still experimental and the performance as said in the previous post, not ok.





            Nilson Lima
            Technical Director @ Rigel Studios Ltda
            Art is a state of Spirit
            UE4 Marketplace:
            Cloudscape Seasons

            Comment


            • #81
              We found another bug that no one reported, but we think it is urgent to fix because many people dont have another alternative for it: BP_SkySeasons (asset given for free to replace the engine BP_SkySphere). The issue is that during night time the frame rate is dropping by half and the faulting piece is this blueprint. More news to come soon, hopefully good news.
              Last edited by NilsonLima; 02-19-2018, 09:43 AM.
              Nilson Lima
              Technical Director @ Rigel Studios Ltda
              Art is a state of Spirit
              UE4 Marketplace:
              Cloudscape Seasons

              Comment


              • #82
                The new feature called Evolution Orchestrator is being made in blueprint and the performance was not good enough, so we got back to the issue with blueprint nativization and we managed to make it work! Now the performance is equivalent from a similar implementation we did in C++ and we just need now some time to rework the network replication because of the changes and we are good to go!

                PS: all fixed. Now while we reapply all the tests I will finish the work with the new documentation and to update the FAQ, which will get pretty small now that so many things are working properly and no workarounds needed!!
                Last edited by NilsonLima; 02-20-2018, 01:04 PM.
                Nilson Lima
                Technical Director @ Rigel Studios Ltda
                Art is a state of Spirit
                UE4 Marketplace:
                Cloudscape Seasons

                Comment

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