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    Originally posted by Theokoles View Post

    It is a known issue that this artifact appears with Raytracing. I will investigate if I can make Physical Water Surface work with Raytracing.
    I've tried to replicate this problem, but I couldn't. Maybe I couldn't see this artifact because my GPU is too old and doesn't support raytracing (I have a GTX 980 Ti).
    Could you please let me know exactly which steps you made in the engine, then I'll try to reproduce them. You're welcome to contact me at therealtheokoles@gmail.com

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      In our current project, we are trying to move a ship with a set amount of force in a way that represents reality as closely as possible. For this we are using values for LinearDamping, AngularDamping, DragMultiplier, FloatFactor, etc. that are slightly below the defaults.

      However, when running the same project on mulitple PCs the behavior of the ship differs wildly between systems. This is despite each computer running the same project files on the same OS with the same version of UE4 (4.21.2). (The hardware is similar between PCs, but not identical)

      To be more specific, for example: A simulation is set up on System A and runs successfully in a realistic manner. When that simulation and its parameters are moved to System B, the simulation results are so completely different that the two results can hardly be compared (with the bow of the ship flying off the surface and swinging like a pendulum in one example).


      When using this plugin, are there any effects which are affected by the system hardware that could result in what I have described above? Is there anyway to mitigate these problems and create a simulation project that will produce the same results regardless of hardware (within obvious limits)?

      Comment


        Originally posted by iPX Co Ltd View Post
        In our current project, we are trying to move a ship with a set amount of force in a way that represents reality as closely as possible. For this we are using values for LinearDamping, AngularDamping, DragMultiplier, FloatFactor, etc. that are slightly below the defaults.

        However, when running the same project on mulitple PCs the behavior of the ship differs wildly between systems. This is despite each computer running the same project files on the same OS with the same version of UE4 (4.21.2). (The hardware is similar between PCs, but not identical)

        To be more specific, for example: A simulation is set up on System A and runs successfully in a realistic manner. When that simulation and its parameters are moved to System B, the simulation results are so completely different that the two results can hardly be compared (with the bow of the ship flying off the surface and swinging like a pendulum in one example).


        When using this plugin, are there any effects which are affected by the system hardware that could result in what I have described above? Is there anyway to mitigate these problems and create a simulation project that will produce the same results regardless of hardware (within obvious limits)?
        My first guess would be that the result of the buoyancy physics simulation depends on the framerate (which is slightly different on the two systems), which could cause your issue. This is a know effect, see this article that also provides a solution for framerate independent physics. See also the documentation about physics substepping. My first recommendation is that you try to achieve framerate independent physics by following the advice in this article.

        You should also be aware of the N Points Per Frame and N Frames Pause parameters of the Buoyancy Blueprint. These improve the CPU performance by reducing the number of frames that update the Water Depth for each Point. However if these two settings are the same on both systems, this should not result in the observed behavior.

        Does your application require that a real-time simulation of buoyancy is performed? Would it be an option to prerecord the motion of the floating ship? The water motion in Physical Water Surface is always exactly the same when the game is started (it just depends on the game time). So if the simulation is always the same this would be an elegant solution.

        Comment


          In the past I have been providing the documentation for Physical Water Surface on a page in the Epic Wiki. Today the Epic Wiki was disabled.
          The documentation for Physical Water Surface can now be found here on GitHub.
          Last edited by Theokoles; 04-21-2020, 05:25 PM.

          Comment


            Hi Theokoles,

            Is there any plans of making physical water surface mobile friendly? I have tried my game on IOS, and the water material does work after some modifications, at roughly 1 fps

            Comment


              Originally posted by RMelin View Post
              Hi Theokoles,

              Is there any plans of making physical water surface mobile friendly? I have tried my game on IOS, and the water material does work after some modifications, at roughly 1 fps
              Yes, a mobile version is definitely on my list of things that I want to investigate because quite a few people have already requested it. But at the moment I'm working with highest priority to bring transparency to Physical Water Surface.

              Comment


                Tried to create a mobile friendly shader/material that uses WaterMotion. and it kinda worked. FPS is acceptable on newer IOS devices (40-60FPS on Iphone 7) used in the videos below.

                Comment


                  The documentation for Physical Water Surface is now available here on GitHub: https://github.com/Theokoles/PhysicalWaterSurface/wiki

                  Comment


                    Originally posted by unit23 View Post
                    The page does not exist, can you point me to a guide, or briefly describe steps, thanks.
                    I've updated the documentation with a detailed description how to setup the connection between Orbit Weather and Seasons and Physical Water Surface, see here: https://github.com/Theokoles/Physica...er-and-seasons

                    Comment


                      In the newly released Engine version 4.25.0 there seems to be a problem with screen space reflections (they only work correctly with Temporal AA).
                      I've also noticed this issue when I tested Physical Water Surface in UE 4.25.0: If FXAA is enabled then the SSR don't look right. Everything else works fine in the new engine version. So please consider this if you plan to migrate your project to 4.25.0.
                      I'll monitor the situation, hopefully there will be soon an update of the Engine that fixes this issue with SSR.

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