#ue4-general

1 messages Β· Page 132 of 1

frank escarp
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typical "find me path from A to B?"

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impossible

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and i mean actually impossible to do

pallid compass
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Yeah ud have to be mental to take it imo

frank escarp
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Snow did

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i think its the only game

pallid compass
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imagine having to reverse engineer your own engine

stark linden
pallid compass
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NEver heard of snow

stark linden
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388.13 drivers are shit

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FYI

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PSA

pallid compass
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i get about 120 fps

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with titanxp

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but no maxed gpu usage

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no idea why foszor

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i tend to start profiling when im having issues with 60 fps lock in place

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wtf lmao

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@frank escarp Sonic Boom, rise of lyric on wii u was made with cry tk engine 3 wtf

stark linden
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I'm always surprised by the lack of use of the id Tech engine

pallid compass
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whats that?

stark linden
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RAGE was amazing

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id Software

frank escarp
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they didnt really license it to public

pallid compass
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im really starting to love ue4 past 10 months

stark linden
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Bethesda

frank escarp
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and the engine wasnt a "generic" engine

stark linden
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John Carmack is literally my hero

pallid compass
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Engine, made by developers who makes games, for developers who make games. and these people see the bigger picture

frank escarp
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but their internal toolset made for RAGE

pallid compass
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like i guess my point being

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Epic take time to punch out stuff like live training

frank escarp
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yes, epic does that. But it has the downside that ue4 is made for them

pallid compass
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and honestly, it makes such a difference imo

frank escarp
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and for THEIR needs

pallid compass
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True that!

frank escarp
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the features get proven on AAA quality games, but they are for their needs

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indies just get the spoils.

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tbf, better than unity (go to the store for that lmao)

pallid compass
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The only thing that truely flexible in the engine

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Is the Gameplay Ability System, can be used for ALOT of stuff

stark linden
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hey at least they make games... the problem with Unity is its developers don't make games and depend in their users for ideas

frank escarp
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i still find some of the stuff unity does is great.

pallid compass
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but then again, thats the forbidden one

frank escarp
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unity is more of a framework, it is SUPER flexible

pallid compass
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ue4 feels very fps focused tbh

frank escarp
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sadly, ue4 isnt

pallid compass
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Do you feel the trade offs are worth it?

frank escarp
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im using ue4 myself, but im knd of 50/50 on my next project

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unity flexiblity would become a huge thing, becouse i will write all the shaders on the game myself

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but unreal has better tools

stark linden
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sometimes too flexible... the fact the concept of a "gamemode" doesn't inherently exist in the engine is strange

frank escarp
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but unity coding is way better

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but ue4 coding can be much faster and controlled (c++)

pallid compass
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do you have access too udn?

frank escarp
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i did

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its just answerhub, pro edition

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with epic games actually answering on it, and no noob questions

pallid compass
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Do you find its helpful?

frank escarp
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i didnt need it other than a couple questions

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personally having the source code means its faster for me to track the stuff through the engine than to wait for an answer

pallid compass
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true

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Do people ever ask about best practices on there, things they should avoid, when implimenting unusual stuff

frank escarp
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its mostly about bugs

pallid compass
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gotcha

frank escarp
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or people having some weird issue

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what was very useful is to search on it

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becouse there is the chance some one had the issue

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and the stuff there is solved in 99% of the cases

pallid compass
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yeah it make sense if its something unusual

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oh wow thats nice

frank escarp
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keep in mind devs themselves dont really use it, unless its a last result

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community stuff is faster

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well, depends

pallid compass
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Yeah it makes sense

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it one of them things for like

frank escarp
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its mostly for those kind of niche as hell errors/bugs/problems

pallid compass
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"this is really really broken, and after 3 days no one knows anything, to UDN"

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yeah makes sense

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Would you mind if i asked you afew questions tomorrow regarding building with scale in ue4?

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as its kinda late here and im gonna fall asleep lmao

hot ledge
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So what’s trending on ue4 marketplace

forest kiln
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Am I the only one who would enjoy a voice chat section on this server?

safe rose
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yes

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it was very rarely used

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which I found very surprising

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I thought it would be used more often, but I guess internet people are scared of each other

uneven fractal
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Is it possible to resume a cook when the unreal 4 editor crashes during the cook?

safe rose
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?

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if it crashes...

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no

toxic wagon
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I'm always running into those niche situations

safe rose
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@toxic wagon ?

forest kiln
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is there anyway we can add it back? id be on that all the time

safe rose
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Probably not

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But not up to me

fossil ore
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That moment when UE4 cant render ur stuff

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Because it constantly crashes the program

fluid stag
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πŸ₯‰

warm mountain
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hey guys since UE4 runs on C++ and blueprints is it possible for a plugin made in C# to work with UE4?

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Or would it be incompatible

fossil ore
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@urban pumice That looks AWESOME.

mental shale
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@warm mountain I second this^

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but I think it might be kind of weird because someone would have to constantly port everything from c++ every release

warm mountain
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So its not possible?

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for a C# written plugin to be used with the UE4 engine?

mental shale
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I mean

wary wave
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Possible, probably, but why would you?

mental shale
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probably

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because

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@wary wave c# is useable

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it would be pretty cool

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but annoying to maintain?

wary wave
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You'd also end up artificially restricting which platforms you can deploy to

mental shale
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you sure?

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cuz wouldnt that also apply for c++?

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unity uses c# and is multi-plat

weary basalt
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Unity is C++, its scripting is in C#

mental shale
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yeah

wary wave
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I don't know what Unity does under the hood, but C# doesn't run natively on a few.platforms

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You'd need to use Mono on the Ps4

weary basalt
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I never understood why people want C# or any other language to use in UE4 than whats already available, they just seem to not want to learn BP or C++

mental shale
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not sure, but doesnt the compiler turn everything into bytecode anyway?

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also @weary basalt cuz c# feels pretty good to write in

wary wave
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Seems to be the case with most of the vocal c# proponents

weary basalt
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C++ feels good to write in

wary wave
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UE4 is so macro and API heavy it'd look almost identical...

mental shale
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it is?

weary basalt
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Yes

mental shale
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dont you still have to do memory management?

wary wave
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No

weary basalt
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Not if you stick to UObjects...

mental shale
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no garbage collection?

wary wave
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Has garbage collection

mental shale
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but do I have to interact with garbage collection at all?

wary wave
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No

mental shale
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ah

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pointers?

weary basalt
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You should go and read the docs and checkout how the C++ backend works

wary wave
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UE has had these things since before c# even existed,heh

weary basalt
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lol

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Yes you have to use Pointers but they arent as scary as they seem

mental shale
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EUUGHT

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pointers...

wary wave
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90% of the time it just means declaring a variable with an * and nothing else, lol

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It's not a big deal

weary basalt
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Basically

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But seriously once you understand Pointers and References properly it will seem really silly that you didnt before.

mental shale
cursive dirge
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for me, main annoyance with c++ is headers

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I'd skip it any day

mental shale
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wait

cursive dirge
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you essentially write duplicate code

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which is waste of your time

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sure VAX (and probably VS too) can create those for you

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but it's still pain

mental shale
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from what I remember, is that stuff like " Something :: Else<>; "?

weary basalt
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It gives you an much better overview of the class though

cursive dirge
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sure

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but then again, your functions shouldn't be bloated so that they obfuscate the contents

wary wave
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You can distribute and compile against headers without having access to implementation

cursive dirge
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I've done c++ since 90's

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I'm aware of the benefits

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it's still annoying πŸ˜„

weary basalt
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lol fair enough each to their own

wary wave
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Meh, autocomplete does it for me

cursive dirge
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c# is just most productive language for me

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I'd still do game code in c++ tho

wary wave
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And I like having headers for reference

cursive dirge
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but I do get the appeal

mental shale
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how good is the intelisense for C++ compared to c#?

wary wave
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It's fine

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UE 4 breaks it horribly

mental shale
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but is it good?

weary basalt
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UE4 and intellisense arent friends

mental shale
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dealbreaker

wary wave
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But that's UE4, not.C++

weary basalt
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VAX masterrace

mental shale
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VS

wary wave
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VAX is the tits

weary basalt
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Intellisense is fine if your not writing for UE4 lol

boreal meteor
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you know, dont judge things without trying. No one here is obligated to make you like somthing

cursive dirge
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I happened to have versions of VAX that was pure garbage

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it just kept crashing VS

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and then I ran out of 12 month updates

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VS2017

weary basalt
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Im sure its come a long way. I only just got it 18 months ago

cursive dirge
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VS2015 might have been fine

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I ran out of maintenance at the late spring this year

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there isn't many updates since

wary wave
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I'm not even using 2017 yet

mental shale
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17 is aight

cursive dirge
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when it works, VAX is awesome

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it's just so quick

wary wave
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I always wait for as long as possible to let plugins etc sort their shit out

cursive dirge
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I use it to trace around the codebase all the time when I have it installed

weary basalt
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Meh im still on 2015 as well

mental shale
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the only thing I dont like about 17 for the short time Ive used it is the theme

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but Im too lazy to change it

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everything else is pretty much the same

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maybe a little bit better git implementation?

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also easier to install extentions

river scarab
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anyway to force hot reload of classes in the editor? Compiling C++ code from Visual Studio (after changing default value from a .h file) and had to restart the editor for the change to be reflected in the editor.

weary basalt
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If you modify an header file then Hotreload wont work.

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Modifying an Header or an Constructor requires an restart

boreal meteor
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If you modify an header file then Hotreload wont work.
Modifying an Header or an Constructor requires an restart
I didnt know those, thanks for that

safe rose
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I'm on 2015 still as well

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I keep wanting to install 2017

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but scared

weary basalt
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Why?

mental shale
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why?

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doesnt interfere with 15

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I have both installed

safe rose
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Horror stories from devs on here

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and answerhub

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about 2017 failed hard

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man

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Epic...

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and their word censors on AH

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so dumb

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Assertion failed: !F->GetSuperFunction()

random mulch
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Visual Studio 2017 failed hard?

safe rose
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Except it's opening maps

random mulch
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Please share some knowledge! I'm an idiot on this one

safe rose
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My life is being wasted before the jam starts

cursive dirge
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you can't even compile physx with VS2017

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nvidia does explicit checks if you have VS2017 and then it autofails

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apparently VS2017 compilers optimization breaks something from it and therefore they simply don't allow it for the time being

plush yew
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hows everyone doing

boreal meteor
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cool man, how about you

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is there a way to do a global search(all blueprints and widgets) for a variable of a certain blueprint

mental shale
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there^

boreal meteor
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****Find in current Blueprint Only

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I havent seen it before

mental shale
boreal meteor
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thanks for that

mental shale
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ya

safe rose
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What

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what did you do?

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4.18

mental shale
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he developed for the community, duh

cursive dirge
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what πŸ˜„

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where is that?

safe rose
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4.18 credits

cursive dirge
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huh

safe rose
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what PR did you submit?

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that got accepted

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Anyway

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I keep forgetting about doing PRs

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I only remember when new releases come out

mental shale
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whats a PR?

safe rose
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Pull Request

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I've actually never done one

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Basically, you fix some code, and send it for review back to Epic

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They choose accept the PR and merge it into their code if it works

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Or however they do it

marsh loom
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Hey guys

safe rose
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@marsh loom ?

cursive dirge
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@safe rose that puzzles me

safe rose
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@cursive dirge lol

cursive dirge
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do you have a link to that page?

safe rose
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it's in 4.18 wierdo

cursive dirge
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I haven't submitted anything for 4.18 afaik

safe rose
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I just told you it was in my credits

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it doesn't ahve to be for 4.18

cursive dirge
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I'm looking at the blog post but I don't see it

safe rose
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it just had to be added in 4.18

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hmm

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Do a PR for the Credits

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rofl

cursive dirge
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my name is not in the 4.18 contributors

safe rose
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Man

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4.17->4.18 update fucked up this project so bad

cursive dirge
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so I'm curious where that text is from

safe rose
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I can only open one of 20 maps

cursive dirge
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I did put some stuff for 4.17

safe rose
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I kinda want to figure out wtf is going on, but feel like I should just revert everything and call it a night

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Ohhh

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Maybe..

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It's because I update my project?

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That's funny if it doesn't change

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actually...let me make sure I have a 4.18 project

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wtf

cursive dirge
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heh

safe rose
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nah it definitely updated to 4.18

cursive dirge
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heh, I guess I'm on some permanent list then πŸ˜„

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oh, or is that actually all devs who have contributed to UE4?

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like, since 4.0.0

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yeah, that would make sense

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I think there's like 7 PR's that Epic has accepted

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they've actually accepted every one I've sent :p

marsh loom
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Nice

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Do they use GitHub or some sort of repo?

cursive dirge
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but then again, I haven't sent anything that they would have issues with, I have custom fork that contains such things, I don't even try to PR it

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yes

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it's on github

marsh loom
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oh that's cool

cursive dirge
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you need to link your epic account to your github account

safe rose
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If it is perma credits

cursive dirge
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then you get access

marsh loom
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link?

safe rose
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I need a 00 name then

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007

cursive dirge
safe rose
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So I can be on top

cursive dirge
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you'll get 404 without linking your github account tho

marsh loom
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o

cursive dirge
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basically the step 2

marsh loom
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that's really cool

cursive dirge
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if you have epic and github account already

marsh loom
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I thought it was all private

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ofc I do

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I'm new to unreal, just not coding

cursive dirge
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why would you think that?

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UE4 shipping with all sources has been a big selling point for the engine

marsh loom
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well I honestly have no idea

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but

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open src and money don't usually go together

cursive dirge
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only freely available higher end engine that does that is Lumberyard (for both editor and engine)

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Cryengine also has engine sources on github but not editor

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well, it's not "open source" as some people think open source, you are still bounded to unreal engine EULA

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but that's another thing

marsh loom
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Yeah

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I get that

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it's cool

cursive dirge
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@safe rose heh, I can't put my real name there now

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I'd fall in the middle

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it's still not intentional, I only picked zero as leading char as someone had taken olento already from github and it kinda stuck

marsh loom
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Legally change ur name just for this

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worth it

cursive dirge
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I was at the beginning of this groups userlist too, before people started putting some chars in front of their nicknames to show up first there

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I don't really like the online status thing on the sidebar at all

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wish regular users could hide that

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@safe rose anyways, my last PR's just exposed some breakable constraint settings to blueprints (and made it easier to use from c++ too)

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previously, you couldn't set the breakable settings from code (or blueprints)

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you could only set them from constraints editor properties

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also did getter that reads if the constraint is broken or not

hollow tendon
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Hi, all! Can you please tell me if UE4.18 plays nice with VS2013? I need to have it. I installed both VS2013 and VS2017 and UE4 C++ seems completely broke 😦

safe rose
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@hollow tendon no

cursive dirge
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I'd expect it to require either VS2015 or VS2017

safe rose
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2013 support died in 4.15

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or something

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maybe even 4.12

cursive dirge
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(both should work)

safe rose
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2013 died though

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for sure

cursive dirge
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make sure you install c++ build tools

safe rose
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Use 2015

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2015 is super stabile

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forget 2017

cursive dirge
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VS doesn't install them by default anymore

hollow tendon
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ok, thanks!

safe rose
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Hmm

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So, let's see if this migration to a blank 4.18 project will do the trick

hollow tendon
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I reinstalling everything 'cause I lost my whole day yesterday for the problem and messed up my system. Should I install C++ build tools separately or is it enough to include C++ support in VS2015?

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in Programming Language->Visual C++->Common Tools for Visual C++ 2015

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@safe rose It was not working on blank project. I pressed "Add C++ class" chose parent class Actor, left everything default and UE4 gave me error that it couldn't make MyProject.dll module

cursive dirge
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you can install the tools separately, you don't have to reinstall everything

twilit hill
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that moment when you import a huge mesh into ue4 and it freezes for half a hour straight ...

marsh loom
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lol

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maybe it's time for an upgrade :)

twilit hill
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its stuck on a single core

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an engine update if anything, multi core logics are default since like 2008, ue4 is single threaded all around with some exceptions

marsh loom
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oh that's why

safe rose
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meh

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Looks like 4.17->4.18 is not going to happen

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That sucks

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I was hoping it would be an easy upgrade

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I can't even manually migrate over asset to a blank 4.18 project

midnight mantle
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not sure if off topic, but schedule doesn't allow me to use my home pc a lot so I was wondering if anyone could recommend a laptop that could let me work in UE4 comfortably

warm mountain
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Hey guys

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does anyone happen to have the contact of John AngelH(@)rt Falgate

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he used to be one of the best map designers in UT2004's community I've been searching to find his contact for work but to no avail

wary wave
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why would you even want his contact details?

warm mountain
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To contact him

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the man does an amazing job with what he does

weary basalt
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Try asking in the UT subforum?

warm mountain
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A level designer for 16 years and did up his own impressive rendition of blade runner for a side project.

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hmmm gotcha

wary wave
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You see, this is the thing, people aren't in the habit of handing out other people's contact details to random people on the Internet on a whim

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hence the question - 'why do you want his details'

warm mountain
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I want his consult, his someone I've looked up to be a great level designer throughout my childhood. If its possible I would like to seek a few hours with him and his knowledge to set my direction straight. I'm willing to pay for it.

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I know its been a long time since the UT2004 days, and I do know there are other professionals out there but I want to at least start with him. His maps were the favourites among me and the kids who played UT2004 after school.

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We would spend hours just wandering around his huge maps particularly his cyberpunk 2019XS which is an inspiration to me

wary wave
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I suspect he has long since retired from level design by now

warm mountain
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Understandable

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It seems he was last contactable in 2008 which saddens me, his a person I hold in high esteem. I would like to credit him as one of the main people who made me decide to go into the industry

surreal viper
#

is there a way to exclude maps from a package?
I have a persistent level which is the starter map with a few levels added
packaging exports them all
I want to have a "demo build" which only contains some of the sublevels
is there any way to exclude maps, or the only way is to copy the project, remove the levels, and package that way?

tawny brook
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You can pick what maps go into the packaging in the project settings

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I believe it's under maps & modes

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Then some advanced setting in that @surreal viper

surreal viper
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the starter map is picked automatically

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with all sublevels

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question is if there is a way to cancel that, but I couldn't find any in the settings

tawny brook
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There's some advanced setting that lets you exclude all maps then you add them individually

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I'm pretty sure that is in there

surreal viper
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oh cool I'll try that then, thx

plush yew
#

Hi, what discussion channel would make sense to start asking about navmesh generation and setups ?

wary wave
#

probably level design

frank escarp
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or AI

pallid compass
#

wtf razer are making a phone lmao

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5.6 inch screen

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120hz, 1440p

plush yew
#

thanks

pallid compass
#

yes a phone

mortal mason
#

the phone is not too bad, but for gamers I would have went for a headphone jack

foggy patrol
#

pssst. vblanco can I add paintings and such in #graphics

frank escarp
#

@foggy patrol ?

foggy patrol
#

You, know, add actual paintings in #graphics instead of just meshes, materials and such. Like illustrations, textures etc.

frank escarp
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well, thats logical

ionic sedge
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If you've got any questions sure (no idea if people will answer though), but if you just want to "show off" #work-in-progress is a better channel.

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Channel? Category?

foggy patrol
#

Yaay!

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And yeh, got it πŸ˜„

cursive swift
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Maybe i should try to ask here

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ho Hi by the way :D

dusky jay
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Can anyone point me to the documentation on how to build for mac [On a mac] I know it needs some key signing or something. I just can't find it for the life of me.

cursive swift
#

unreal on mac Oo ?

wary wave
#

people genuinely try to run UE4 on macs

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nevermind that most models haven't had a proper GPU, let a lone a decent GPU in years

dusky jay
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game is built in windoes, we are looking to package it for Mac (which requires a mac)

cursive swift
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Ho i think you can pack it for Ios

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but not mac os itself

dusky jay
#

I can't type today 😦

cursive swift
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never seen a UE4 game on mac at least i can't remember one, maybe bioshock but it was unreal 3

wary wave
#

you can package for Mac, also Linux if you're feeling brave

dusky jay
#

baby steps

cursive swift
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I have a problem non related to that on my side :D

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more a decal problem

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Well look simple at first, i m bascially making a master material for my decals problem is that i oculd like to use the alpha of the diffuse for the opacity (until that no problem it works) But i want to use the rgb of the diffuse with a tiling value and when i just duplicate the texture node (which is a parameter) to use the alpha whithout the tiling the opacity doesn't work

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I just can't get over it and i dont want to have an other texture just to pack the mask

dusky jay
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I don't think it's that big of a deal. Generally you will have quite a few mask textures that can be greypacked together then use regular images for the rest of the decals

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So I have things like GrassMasks that are 3 greypacked masks

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one per channel

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including an alpha in your texture is the same memory wise ase another RGB anyway

celest creek
#

Does anyone know when animated alembic caches would become reasonably useful (I guess out of the experimental phase)?

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Right now 'running' seems buggy, also no way of scrubbing animation in the timeline afaik, can't play/stop/resume/play from start etc..

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'in the timeline' meaning sequencer's timeline... not BP timeline.. obvs. πŸ˜ƒ

ionic sedge
#

That doesn't work with anim BP stuff in Sequencer either.

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😱

celest creek
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Yea I guess that's true.. is there no way to hack that though?

#

What things are we able to drive via the sequencer (apart from the things in the details panel with the keyframe icon)?

vestal cloak
#

Hey quick question, I am tring to make a town and i need to add some houses and buildings, any ideas on how to do this? I am running 4.18

ionic sedge
#

@celest creek Actually a lot of things, you can click the + for an actor or whatever and get lots of options.

#

But not being able to see stuff like the anim BP playing back is really annoying.

#

At least that works now, before anim BPs didn't play at all. πŸ˜›

#

But Sequencer is probably one of the most buggy parts of UE4 right now. Pretty amazing how they managed to make the fortnite cinematic with it. πŸ˜›

celest creek
#

Thanks cyaoeu (had to double check the spelling there). So with 'But not being able to see stuff like the anim BP playing back is really annoying' you mean it is working but scrubbing only does not work? So normal playback works?

#

..seeing as you said it does work now..? Or do you mean it's all fine but if it didn't play back it would be annoying? πŸ˜ƒ

#

Thanks for the help by the way, I'm obviously not super familiar with it. I'll hopefully be able to spend today looking at it..

ionic sedge
#

No normal playback doesn't work either, but you get the correct result when rendering.

celest creek
#

ah jeebus

#

That's bad

#

And by rendering you mean output to frames right?

ionic sedge
#

I would like Sequencer more if it was hooked up in to the game play world and you could actually see what you were doing if you were using anim BPs, but it seems like it is meant for using animation sequences only (in the animation tracks).

#

Yeah.

#

And even if you use animation sequences you need to add the sequence to every skeletal mesh in your actor (like body, head and so on), even if you're using copy pose from mesh on the head and other stuff that should copy the animation of the body skeleton.

celest creek
#

I saw a presentation where a company was rendering their tv animation project in Unreal.. I'm wondering how they played back their deformations then. Probably just wrote their own abc handler.

ionic sedge
#

Right now it seems like it's more designed to resemble an offline non linear editing style instead of using the advantages of a real time environment which to me seems really strange.

celest creek
#

It sure seems lacking so far. So those examples with animation sequences (I'm pretty sure I saw that online somewhere) where done like that then - adding the sequence to every bone?

#

A little bit disheartened so far with these findings.. -_-

#

Would also be great with ways to do simple numeric scale/offset in the curve editor

mortal mason
#

anyone has been running into issues generating projects files from the sourcecode on windows

#

error MSB3644 apparently netframework 4.5 is not found but I have the whole windows sdk installed

cerulean kernel
#

@mortal mason have you checked Microsoft website for that?

mortal mason
#

I have, apparently I need to add a component to visual studio

#

Will try that

flat spear
#

Hi people! Just one quick question. I'm building a mobile game for iOS, is it possible to generate the project in XCode?

safe rose
#

@flat spear #mobile channel for all your needs, but AFAIK, yes you can use XCode

flat spear
#

yes but it only shows as Mac project, anyway i will ask in mobile channel ❀

dim geyser
#

I'm not really sure where to post my question but I was wondering, how to deploy my game to other (Windows) computers connected to the same network, I read something along the lines of Unrealfrontend but I wasn't able to send it to the other computers as it'd always end up with an error when I try to launch the exe file there

safe rose
#

@Devo#7236 ?

#

@dim geyser

#

What do you mean by "deploy game"

#

you wrote .exe

#

So I am assuming this is packaged

#

If so, you don't use Unrealfrontend for that (AFAIK)

#

Not sure what UFE would give you really

#

You would use UFE for projects though

dim geyser
#

I want to test the game on the other computers

safe rose
#

ok

#

Can you be a bit more specific?

#

"test game on other PCs"

dim geyser
#

It's a multiplayer game so I need to test out different stuff, but without everytime having to copy the packaged game

safe rose
#

Are you just wanting to package a game and give the folder to other PC and let them play?

#

Then use Standalone

#

and we have a whole #multiplayer channel to help you if you need further assistance

dim geyser
#

I'm not sure what you mean by Standalone?
If you mean just packaging the game, yes I know that but I'm talking about the option to deploy it to other devices(computers in this case) faster than just copying the packaged game every single time I edit something out in the code

#

Like how a game is deployed to an Android device connected to my PC, I want to deploy the game to other computers in my network

mortal mason
#

@cerulean kernel yeah i needed to install the .net component of vs

ashen brook
#

I need a guinea pig

#

volunteers?

ashen brook
#

we have a volunteer!

#

see pms

ashen tartan
#

however vast the darkness, we must supply our own light

frank escarp
#

when is the jam stream?

ashen brook
#

unsure, 30mins?

#

we're in DST transition land

#

where Europe is out of DST but the US aren't

frosty drift
#

you just missed it?

fierce tulip
#

^

frank escarp
#

dammit

#

i did

#

what is the theme?

frosty drift
#

what dazpetty said

#

"however vast the darkness, we must supply our own light"

frank escarp
#

well, i did want to make an action game

#

warrior of light confirmed i guess

stuck chasm
#

Can anybody help me with blender to ue4?

ionic sedge
#

Yes.

stuck chasm
#

thank you

#

how should i setup blender for charecter creation?

ionic sedge
#

It's pretty easy, you just need to change one thing:

stuck chasm
#

yea

#

oh

#

ok let me do that

ionic sedge
#

Then you can save that as a startup blend file from File.

stuck chasm
#

Ok

#

How should i go about making a charecter?

cloud cobalt
#

Making a character is very hard, very advanced 3D

stuck chasm
#

yea

ionic sedge
#

That's a harder question to answer. πŸ˜› You can start off by getting a rig that is similar to the mannequin skeleton (like http://www.lluisgarcia.es/ue-tools-addon/), then you can retarget animations to your own character.

mortal mason
#

if I run a new debug instance my editor is stuck at 45% 😦

#

how long will this take?

ionic sedge
#

But outside of that it's just poly modeling, or sculpting and retopo, or any other way you want to create models.

stuck chasm
#

thanks @ionic sedge i will try that

stuck chasm
#

Ok i downloaded uetools onto blender . Who do you use it?

ionic sedge
#
To install the addon,οΏ½ in blender go to File >οΏ½User Preferences and then you can use the Install Add-On button in the header of the Add-Ons window. Simply click the button and locate the zip file UE4Tools1_2.zip on you computer. Once installed, the script will show up in the panel. If you have a previous version , uninstall and remove the previous version before install the new version

This is the main panel , you will find the tools under the newly created tab called β€œUE4 Tools”```
stuck chasm
#

I aldready installed it and by the way i meant to say (How)

ionic sedge
#

You go to the tab, click "open UE4 tools", go to animation tools, click Append Hero Rig.

#

Then you get a rig. You can name the armature "armature" so it works better in UE4. Then enter pose mode and drag things around, control the character. If you add keyframes you can make an animation that way.

stuck chasm
#

oh ok thank you so much

wheat sand
#

Just packaged my game to demo and the grass cards come up gray in the packaged ver. but show in editor, any help?

frank escarp
#

man its been so much time till i did non-vr stuff

#

time to add screenshakes and finally have dynamic lights

plush yew
#

Hello.

halcyon cradle
#

is anyone using modo? I wonder if I can use packed textures and split the RGBA Channels of my packed texture into roughness, metallic, occlusion.

deft shard
#

does anyone have any good resources for building complex road systems? articles to get me started? i have a road mapped across a spline, but things like intersections, traffic, even hairpin turns I'm not sure where to start

cerulean kernel
#

@Shady#2008 you might want to check your grass material

empty adder
#

Need help down in UMG if anyone is willing!

dawn apex
livid haven
#

In the editor, in the content browser, you can add new classes - really, it's just a "wizard" that creates an H and CPP file with the stubbed out class you specify.

#

Add/New button, just like for assets.

#

But there's one that let's you add C++ classes

#

I don't recommend using it. But at least using it initially will set up the necessary folders and files, other than just the H and CPP for that one class.

pallid compass
#

Is there a draw back to UDIMs? they feel too good to be true

livid haven
#

UDIMs?

pallid compass
#

UV stuff

livid haven
#

Lost me

pallid compass
#

Its away to use multi UV sections for a model

livid haven
#

Ah

pallid compass
#

i got a little be of teaching from the guy who makes the star citizen ships

#

and did some research and digging

livid haven
#

Nice

pallid compass
#

and my pipline has improved soo much

#

Feel like im cheating

#

There must be draw backs since epic dont do it as far as i know#

livid haven
#

Having a quick read

pallid compass
#

also hello its been awhile, i hope your not working your self to death :p

livid haven
#

Nah. I mean, I was. It's more chill now.

pallid compass
#

Good to hear, dont work your self to death now πŸ˜‚

livid haven
#

πŸ‘

pallid compass
#

It was you who recommended SC to me right?

livid haven
#

Maybe?

#

I do follow it, yes.

#

I generally don't go around evangelizing for it though

pallid compass
#

I actually bought it just to look at there models lmao

livid haven
#

Probably could have gotten those without buying it, but welcome to the club. πŸ˜›

pallid compass
#

dam wth trying SC

#

lowest settings 40 fps

oak linden
#

How do I enable 8k textures?

#

I followed around a few tutorials online but I didn't really get anywhere

#

none of them work

#

most of them are "add this to your ini"

#

and everything stays the same

safe rose
#

?

oak linden
#

like

#

the max displayed texture size is 4k

#

I want it to be 8k

oak linden
#

I tried the method in the documentation but it didn't work

#

I'll try the one from the forums now, thanks

plush yew
#

and i want it to be that exact model in ue4

#

in stead of pecies

pallid compass
#

tick combind mesh on import in ue4 @plush yew

#

dam i just realised with tiling textures u cant really have Scratch and grime masks using UDIMs ;o

plush yew
#

Thank you @pallid compass

pallid compass
#

dam i cant get my head around away to have scratch masks for UDIM's with tiling textures D:

digital anchor
#

i created some kinda complex scene on blender with hundreds of objects, is there any problem if i combine all of them in one mesh just so i dont have to setup it all again?

#

it will be a static camera, no need for culling

pallid compass
#

sure but

#

Have fun Texturing that

#

and all your pivot points will be screwed so u wont be able to rotate anything

#

and if your gonna bake static lights your in for a nightmare

radiant gull
#

any one know how to get "Water Planes" from "learn" working on gear vr/mobile ?

marsh loom
#

any good books on the general ue4 ecosystem

#

mainly the basics of blueprints, and interacting with the game

#

(videos are fine too)

silent frost
#

@marsh loom Unreal YouTube channel has a great intro to Blueprints series of videos, plus a few more, if that helps.

marsh loom
#

great thanks

#

nice profile lol

silent frost
#

Who? Me?

marsh loom
#

nvm

#

also if I ever come off as being overly annoying lmk

#

I'm a mood of another coding server

#

Mod*

#

And when ppl come in and are annoying it's the worst

silent frost
#

No worries - Will be sure to let you know πŸ˜„

marsh loom
#

Ik you will

cerulean nova
#

i need some help πŸ˜„ i got a window for view scaling FXAA and all that stuff where i could set the view ports graphics but i cant find it again... it came from low fps but its all good now again somehow and wanted to pull it back up anyone know where the window is hidden ?

silent frost
#

Not in front of my PC - Settings -> Engine Scalability Settings possibly?

cerulean nova
#

That was correct thanks alot πŸ˜ƒ

#

Unreal Engine doesnt support 16K materials πŸ€”

ionic sedge
#

How large would a 16k texture be in VRAM?

#

πŸ˜›

tropic pilot
#

anyone know of any good tutorials on making big explosions? πŸ˜ƒ

silent frost
#

How big? Grenade? IED? Missile? Nuke?

south ridge
#

Isn't there a 4k limit anyway?

#

16k support would be cool though

#

Most of our textures are downscaled from 16k, so we could update it in the future

radiant gull
#

any one know how to get "Water Planes" from "learn" working on gear vr/mobile ?

warm mountain
#

i've been curious guys when people say 4k do they mean 2048x2048x? or 4096x4096x

#

youtube seems to consider videos that are 2160x2160x to be 4k

#

but is that definition the same in textures?

#

what cameras do you use to take 16k textures @south ridge ?

tropic oracle
#

3840x2160 is 4K

#

rest may be upscaled to 4K though

warm mountain
#

i see

#

most of my texture files are 5600x3600

south ridge
#

@warm mountain I use an old Canon camera

#

The final textures are a composite of many, many many photos

warm mountain
#

oh

tropic oracle
#

just make sure teh files sizes are multiples of 4 for optimization sake

warm mountain
#

I see

#

that makes sense

south ridge
#

Assuming they are from one source, it'll be something like 100 to 500 photos

tropic oracle
#

as in height and width

warm mountain
#

fair enough

south ridge
#

@warm mountain Yeah, it was a given that I had to work with a really crappy camera

warm mountain
#

Yea mine are mostly that way

#

I'm using a sony 16 megapixel cybershot

south ridge
#

The newer textures are done with a better camera, and I'm going to buy a good one for myself, but that doesn't change much

#

I think the one I used was 5 MP? 7 MP? Something like that

tropic oracle
#

also, if your texture files are that large you may want to consider LOD view distances extensively to save on rendering time where applicable

warm mountain
#

I just upgraded my camera

#

my previous was a 7MP canon

tropic oracle
#

to display a lower resolution when it makes sense that is

south ridge
#

You mean mipmaps

warm mountain
#

definitely Chaos

south ridge
#

A feature that's the staple of rendering

#

πŸ˜›

tropic oracle
#

for good rendering sure πŸ˜›

warm mountain
#

I intend to create 3-6 LODs depending on the mesh

south ridge
#

So the masters for textures are 16 k, but downscaled to 4k

warm mountain
#

does UE4 reduce texture resolution with their automatic LOD system?

south ridge
#

Which improves quality by hiding various small defects from editing

#

Yes it does

#

Well

tropic oracle
#

there was a discussion earlier about using 8k textures

south ridge
#

It depends on what you mean by that

warm mountain
#

i know there is a option to reduce tris count

#

not sure about the texture part

south ridge
#

Well

#

Model LOD has nothing to do with texture LOD stuff

#

You can reduce number of materials

#

You can specify mipmap offset in the texture to ensure that only a smaller version of texture is gonna be in shipped game

warm mountain
#

i have a few master master blueprints which is called on for different set of textures

#

this mipmap offset is it done in the blueprint itself? I'm not very good at this D:

south ridge
#

It's done in the texture settings

#

But you can also specify global mipmap offset I believe

#

And some other settings that are per-model

warm mountain
#

ah

#

gotcha

south ridge
#

So about 8k, 16k textures

#

While I certainly welcome support, early on in our games development I've set on a course to have high pixel density that does not rely on high pixel count in textures

#

So it would improve subtle detail, but we use tiling textures and multilayering in shaders heavily

tropic oracle
#

@south ridge ^^^

south ridge
#

Do all videocards support them reliably?

#

I imagine they should

tropic oracle
#

may depend on onboard memory of the graphics card. I wouldn't expect all of them to handle 8k 16k textures the same

#

and architecture. Modern graphics cards should be fine though. Think minimum for VR was a 1070

#

granted it works on a GTX 980 also

#

just not as great, lol

cerulean nova
#

yeah i was more on a trach for easy terrain satelite map based on the satelite texture with the 1 px/m resolution for example

cursive dirge
#

min spec for VR is GTX970

#

or GTX960 if you believe Oculus

#

1070 is a high end card, I don't know what it's got to do with the whole discussion even

#

only hard core gamers will have that card

#

if people wonder if 8k is supported, then they are thinking of some older gear obviously

fiery harbor
#

@cursive dirge most vr gamers have a gtx 1080

cursive dirge
#

I highly doubt that

#

considering VR gear arrived well before that card was out

#

is there any hw survey from oculus or steamvr?

#

steam would have that info but they don't separate it in theirs

#

also

#

what's the point?

#

I thought the question was whether currently used gpu's support 8k textures or not

fiery harbor
#

I mean most desktop VR gamers of course. the gtx 1080 was released when vive/rift were released I think?

cursive dirge
#

I just stated the min spec

#

for VR that is

fiery harbor
#

I didn't look at your earlier discussion, I just saw you said only few people have a 1070+

#

and since I know the numbers for VR gamers, I just wanted to contribute those

cursive dirge
#

how do you know the numbers?

#

I tried to look for those stats

fiery harbor
#

hw survey from a popular vr game

cursive dirge
#

link?

fiery harbor
#

I asked the dev

#

its not public

#

only the dev can see it

cursive dirge
#

ah, well, can't tell much then

#

also, single game isn't really a good indicator

fiery harbor
#

I also know the numbers for other less popular games and they show the same number

#

majority has a 1080, then 1070 I think. majority also has an i7

cursive dirge
#

you are talking about VR again

fiery harbor
#

yeah

cursive dirge
#

in bigger picture, 1070 has 1.93% and 1080 has 1.03% share on steam users according to october 2017 hw survey

fiery harbor
#

yeah majority of steam users also just play dota or csgo

#

or other games like that

cursive dirge
#

and UE4 games could be totally optimized for their gear too

#

both many devs have some weird elitist approach that you need to have high end gear

#

it's sad

fiery harbor
#

why?

cursive dirge
#

because, that lower end gear would play the games just fine too if taken into account

fiery harbor
#

I have that elitist approach too, why is it bad? sure I only do VR, but even there I have a more "elitist" approach than many other vr devs

cursive dirge
#

targeting your game only for users with 1-2k$ PCs is stupid

#

well, for VR, you can afford that

#

but desktop, you are limiting your customers

fiery harbor
#

well, target the people with money, the one with no money also dont have money to buy your game πŸ˜„

cursive dirge
#

and even in VR, you should make sure the game runs on GTX970

fiery harbor
#

yeah I'm "elitist" when it comes to the CPU

#

I say min spec i7 4770k or something like that

#

and recommended spec some 16 core CPU

#

GPU is easy because you can just lower the screen percentage

cursive dirge
#

I know you are sarcastic but there's a worrying trend of devs putting really absurd hw requirements (when considering what the games are about)

#

it's totally different if the game is really pushing the limits here

fiery harbor
#

I'm sarcastic? I'm not

cursive dirge
#

but usually those games aren't

#

min spec of i7 4770k? πŸ˜„

#

ok

fiery harbor
#

yeah? thats realistic

cursive dirge
#

and 16 core cpu for recommended? πŸ˜„

fiery harbor
#

thats what I recommend

cursive dirge
#

you have yourself such?

fiery harbor
#

no

cursive dirge
#

how can you recommend that then?

fiery harbor
#

but I made sure my game will fully use 16 threads, so I will also recommend such a CPU

cursive dirge
#

and does your game support multithreading so well it scales still properly on 16 cores?

fiery harbor
#

yes

cursive dirge
#

and doesn't get limited by lower clocks on individual cores

#

as 16 core cpu is most likely having worse individual core perf

fiery harbor
#

well, it has to be 16 cores with at least 4 ghz on every core of course

cursive dirge
#

ok πŸ˜„

#

I wasn't sure you were trolling before

fiery harbor
#

both AMD and Intel get that ghz on their high core cpus

livid haven
#

"16 cores with at least 4 ghz" - wat?

fiery harbor
#

threadripper 1950x runs on 4.2 by default

#

with 16 cores

cursive dirge
#

he's targeting computers of 2025 here

fiery harbor
#

intels high core CPUs you can get to something even higher

cursive dirge
#

when casual gamers actually have that gear

livid haven
#

Targeting low end hardware also means bothering to make a game that appeals to a bigger audience.

#

Choosing your hardware spec also means choosing your target demographics.

cursive dirge
#

yup

fiery harbor
#

@cursive dirge its really not 2025, the 16 and 18 core CPUs were recently released

livid haven
#

So it's not as simple as just painting the broad strokes of maximizing who can play your game.

cursive dirge
#

I'm well aware that there are such CPU's

#

it's just, those will not become common amongs gamers any time soon

livid haven
#

The 16 cores at 4 Ghz example is absurd.

cursive dirge
#

it is

fiery harbor
#

and a 1950x is really not much more money than a 1080 ti

cursive dirge
#

you can make UE4 run even on celerons

fiery harbor
#

so if I say recommended 1080 ti, why should I not say recommended a 16 core CPU?

livid haven
#

Logically, the minimum specification should give a consistently stable frame rate at the lowest settings, at least.

fiery harbor
#

@livid haven why is it absurd? thats the default clock without any overclocking for amds 16 core

livid haven
#

The recommended specification should do the same at medium settings.

fiery harbor
#

I see recommended as maximum settings, because I recommend playing my game at maximum

cursive dirge
#

well, IMO recommended should be pretty fancy looking

#

not ultra

#

but like high default

#

as that's usually the sweet spot for perf/visuals

livid haven
#

@fiery harbor that's a meaningless recommendation

fiery harbor
#

why?

livid haven
#

Because your recommendation is get the best thing possible.

#

That's not a recommendation.

#

No shit.

fiery harbor
#

it isnt?

livid haven
#

Obviously the best experience is had on the best possible hardware.

fiery harbor
#

why should I not recommend people to get the best experience?

cursive dirge
#

but yeah, this is good example of that said elitism amongs devs, maybe your game can afford that but it's also reason why UE4 and CE have bad name for unoptimized games

livid haven
#

Okay, here's a recommendation.

#

Quit your job, go work in the software industry.

cursive dirge
#

people just expect everyone to have 2k$ computer

livid haven
#

You'll make more money.

#

Was my recommendation usefull?

fiery harbor
#

many games can't even make use of something like a 16 core CPU, so there it doesn't make any difference if you have a 4 core or a 16 core CPU, so then you can recommend a 4 core. to me recommended means "the maximum that the game is actually able to make use of"

livid haven
#

Well, I can say with absolute confidence that you're categorically out-of-touch in this respect with the vast majority of users.

fringe mango
#

Did the graphics channel get removed? Or am I blind?

fiery harbor
#

it will likely come back, they are arranging stuff

cursive dirge
#

it's a weird name for the channel

#

like mentioned, they'll likely rename it back

fringe mango
#

Oh, okay, thank you!

cursive dirge
#

I don't know why mods didn't object that naming when they discussed it

fiery harbor
#

@livid haven why can you be so confident that the majority does not see recommended as "maximum that makes sense"?

cursive dirge
#

I'm still pretty sure you are trolling

#

I just woke up, my senses aren't at their best πŸ˜„

livid haven
#

Because of what words mean in the English language and contextual clues, first hand experiences...

fiery harbor
#

well ok I'm not a native english speaker

livid haven
#

Recommend is a synonym for advise.

#

Advice that can't be applied is useless.

#

If your advisor keeps advising you to do things you can not do, they are a bad advisor.

#

Equally, a recommendation that you can't reasonable act on is not a good recommendation.

#

Recommending to every player that they spend $2000 on PC hardware to play your game is a bad recommendation.

cursive dirge
#

also, it's common knownledge that recommended means that people buying your game, should have that gear to have a good experience

fiery harbor
#

who "acts" in any way based on the recommended specs of a game? people dont usually buy hardware specifically for a game

livid haven
#

No, but they should expect to have a decent and stable experience playing your game at the recommended specs.

#

If your recommended specs are a 2000 dollar machine...

fiery harbor
#

the decent and stable experience they should get on minimum specs, I don't want that anyone who plays the game does not have a "decent and stable experience"

livid haven
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... they will expect that the game will either look like shit or behave poorly at anything less than the recommended specs.

fiery harbor
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hm

livid haven
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They will expect that anything less than the minimum specs will outright cease to be playable both practically or technically.

fiery harbor
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but I want to make sure that it doesn't behave poorly for anyone, isn't that good?

cursive dirge
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then target i5

livid haven
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So will your game run on a 10 year old machine using DirectX 8?

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Or on an embedded Intel GPU?

fiery harbor
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no

livid haven
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Then you've failed.

cursive dirge
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I really want to target those celerons πŸ˜„

fiery harbor
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but I mean, everything at least minimum spec will be the "decent and stable experience"

cursive dirge
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but may need to go for i3

fiery harbor
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and if min spec is already "decent and stable experience", then whats recommended?

cursive dirge
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as compromise

livid haven
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Decent and stable experience at the barest minimum.

cursive dirge
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there has to be some really good reason to need i7 for a game

fiery harbor
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in VR games usually don't have many graphics settings

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my game is a VR game

livid haven
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No one expects to run 4K 120Hz gameplay at ultra settings on the minimum spec hardware.

cursive dirge
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otherwise, it's just indicator of a lazy dev who's put zero effort on optimization

fiery harbor
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even at min spec you want constant 90 fps

cursive dirge
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and even still, even regular lazy devs can't make ue4 game require i7

livid haven
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Sure, but you are aware that people change the super sampling settings, right?

cursive dirge
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you have to do some really fucked up stuff πŸ˜„

fiery harbor
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@livid haven I use dynamic resolution stuff in my game, people should keep their settings at 1.0 since my game handles it

livid haven
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Dynamic resolution in VR?

fiery harbor
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yeah

cursive dirge
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it's a thing

livid haven
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That sounds like it would be disorienting.

fiery harbor
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it smoothly scales the resolution so that your gpu is always perfectly used while you still have 90 fps

cursive dirge
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you dynamically downres if you struggle to keep up 90 Hz

fiery harbor
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valve introduced it for the lab

livid haven
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Are you talking about reprojection?

cursive dirge
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EVE Valkyrie used it too afaik

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no

fiery harbor
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so my game automatically looks better on better GPUs

cursive dirge
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it literally changes your game resolution to make sure you can stick to 90 fps

fiery harbor
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a 1080 ti will run at 200% screen percentage and a gtx 970 will run at 90% or 100%

cursive dirge
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not for UI, but for 3D

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ok, in VR, you don't have 2D ui πŸ˜„

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so forget I mentioned

livid haven
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Fair enough. You still have to have a minimum resolution however, which means you need to make the rest of your game actually run decently on the min spec at the lowest resolution.

fiery harbor
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yes

livid haven
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And that lowest resolution needs to be playable at your min spec and not look like you've got glaucoma.

fiery harbor
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it needs to look acceptable

livid haven
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Acceptable/playable. Players are going to know that they're running at the bare minimum, but they shouldn't be sick or struggling to play.

fiery harbor
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sick comes from bad fps

livid haven
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Not alone, but yes, that is a deal breaker.

fiery harbor
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90 screen percentage still looks quite ok

livid haven
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Blurry text can make it frustrating.

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Anyways

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Tangents. Point is, your recommended spec should not be the best hardware available on the market at time of release.

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From a marketing stand point, that suggests that your game is extremely intensive and players will have to accept subpar graphical fidelity or performance at anything less than the recommendation.

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From a purely semantic standpoint, if your recommendation is whatever is the best hardware at the time of release, then you should update your recommended hardware every single time better hardware releases.

fiery harbor
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for most games that doesn't really change anything because batlefield 2 won't look better on a gtx 1080 than it does on a gtx 980

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but my game will look better on a gtx 1180

livid haven
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As well, if your recommended spec is the hardware that will run the game properly at the maximum graphical fidelity and load, then it should probably be the "maximum spec" or "ideal spec".

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Sure it can.

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An 1180 might do 4K at 120 Hz. That 980 won't.

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Extreme example.

fiery harbor
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ok

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so I should just give 3 different specs

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minimum, recommended, and ideal

cursive dirge
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@fiery harbor your comparison doesn't make any sense

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I'm sure bf2 looks better on 4k than it did look on 1024x768

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if it renders at 4k πŸ˜„

livid haven
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Sure, if you want. I'm just saying that the recommended spec should play at an appropriate frame rate, all the time, at the default settings for the game - if you default based on hardware, then it should be the medium point.

fiery harbor
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even the minimum spec "play at an appropriate frame rate, all the time, at the default settings for the game"

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but yeah, not at "medium" look

livid haven
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Right.

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Obviously, if your game is really about being absolutely gorgeous, then your expectation for what it should look like is at maximum settings, but you also know that most people can't do that. So, at what settings do you expect the average person to enjoy the game and still find it graphically impressive? Hopefully somewhere around medium.

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Medium just make sense. There's a minimum (lowest settings), a recommended (medium settomgs), and ideal (highest settings) spec.

fiery harbor
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well as I said, most VR gamers have a gtx 1080, so most can get the almost best look, only a 1080 ti will be a bit better

livid haven
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I'd look at your distribution platforms for their data on hardware.

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You can, of course, target the 1080 experience if that's what most of your users are going to use.

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Just know that if you put a 1080 as recommended, then players should expect that they're sacrificing quality by having anything less than a 1080.

fiery harbor
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VR gamers know that

livid haven
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They will expect that they can pump settings up if above 1080 and will have to lower settings if below a 1080.

fiery harbor
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most VR games don't have graphics settings I think

livid haven
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Not my experience with a Vive for the past few years.

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🀷

fiery harbor
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people just put their resolution slider in the steamvr settings up if they have a good gpu

livid haven
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Most games also don't try to do anything fancy, graphically, because there won't be much difference between the lowest and highest settings - they just make the graphics simplistic so that they don't lose any customers to subpar hardware.

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Forward rendering hurts, man.

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All that post processing and dynamic lights and other fun techniques - gone.

fiery harbor
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my game is so that it always looks really good, it can't really look bad. I'm also using deferred

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I have a fully dynamic lighting VR game

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not many VR games like that out there

livid haven
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For the reasons I described before.

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If you want to make the Crysis of VR games though, then yeah.

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Your recommended spec and minimum specs are probably going to be way higher than everyone else.

fiery harbor
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well min spec gpu I will say gtx 970, only cpu will be higher than other games

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I have optimized my game a lot

livid haven
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If you say so.

fiery harbor
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spent more time on optimization than on gameplay πŸ˜„

livid haven
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Don't put that on your marketing. πŸ˜›

fiery harbor
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well, marketing with graphics is easier than marketing with gameplay I think, right? πŸ˜›

surreal viper
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just spend more on marketing than on optimization and u will be fine

livid haven
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Depends. When it comes to graphics and gameplay, it's like networking versus skill/knowledge/expertise at getting a job.

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A graphically enticing game is easier to market, sure, but that gameplay needs to be at least decent enough that people still want to play it and recommend it.

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Certainly easier to market a game with great graphics.

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But marketing doesn't guarantee sales. And some amount of marketing is also making your game marketable.

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Those big publishers don't just market a game that exists on its own, those games have been designed specifically to be maximally marketable.

cursive dirge
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I'm still curious

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if the game is optimized

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how on earth it can require i7 4770k?

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like, do you do all proc gen every frame?

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what makes you consume all that CPU?

fiery harbor
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I need a certain single core performance so that you get smooth 90 fps, and I need at least 8 threads

cursive dirge
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is this some RTS?

livid haven
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Getting more beer and killing nazis. I'll be around. o7

south ridge
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Our game benefits from an i7

cursive dirge
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I can't think any other genre that could be CPU heavy

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sure, most games get tad better perf on high end cpu's

south ridge
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Though it demands more cores than GHz

cursive dirge
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but only few would really need one

wary wave
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a game that needs 8 threads?

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'at least 8 threads' is hilarious, since almost nobody has more than a quad-core with hyperthreading

cursive dirge
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which is, 8 hw threads

fiery harbor
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@wary wave a quad core with HT has at least 8 threads

wary wave
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a quad core with HT has a maximum of 8 threads

fiery harbor
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and now with ryzen many people actually have 16 threads

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and with coffee lacke many have 12 threads

wary wave
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Steam HW survey says less than 1% of people have a machine with more than 4 physical cores

livid haven
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They're also talking about the context of VR PC gaming, in their defense

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But their claims are still... questionable.

fiery harbor
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majority of VR gamers have an i7, so 8 threads

wary wave
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no, because you won't get all 8 threads, ever

livid haven
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I would definitely not say that many have 12 or 16.

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And with hyperthreading that's not 8 real hardware threads simultaneously.

fiery harbor
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no, because coffee lake was a paper launch it will take a while

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but in a few months more people will have 12+ threads

wary wave
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your operating system needs to be able to allocate at least one hardware thread to everything else, including itself

fiery harbor
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I dont say my game needs to have all 8 threads

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I say i7 min spec because then my game surely has 6 that it can use

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with 4 threads my game might only have 2 if windows or background apps use 2

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and 2 threads is just way too few for me

wary wave
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I dunno, if you're 'needing' that much, it sounds like you're just going to run out of stack space

fiery harbor
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lol?

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why should I run out of stack space?

livid haven
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I don't ge the stack space comment either, to be honest.

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But I still think you're going for Crysis level hardware requirements.

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And while that's easier to swallow for VR, where the adopters are largely enthusiasts, you're still demanding a lot of your potential customers.

fiery harbor
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I find it better to have fewer customers due to higher requirements than having more customers that then might give bad reviews due to occasional frame drops when windows decides to eat some CPU

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for setting the maximum screen percentage

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those gpus can go to 200, all others only to 140 because theres some constant cost associated with bigger buffers

devout gulch
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What I find hilairous is arguing that it is better to make game optimized to 4 threads than to 8+

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consoles have more cores

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CPUs will get more cores, because you can hardly increase clock and IPC

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and if by chance you are doing multiplayer with dedicated server, you better scale off horizontally (more cores), because it's cheaper

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(our in house engine is heavily multithreaded for example, and almost everything run on custom job system)

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the exception from it are gameplay scripits, but there is working moving as much as gameplay code to jobs as well

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(things like AI for example)

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there is work*

wary wave
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RE threads - if you need a quad core with HT, it implies that at least 7 of those threads require a large amount of contiguous stack space, otherwise you could still have 8 threads and not really need a quad core. You could have a thousand threads if you really wanted to, providing sufficient contiguous stack space.

Also, if you hard code your graphical settings and tie them to specific device IDs like that, you'll have to patch the game every single time a new model comes out.

fiery harbor
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its just for having good defaults

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and I don't think what you're saying regarding stack space and threads makes sense @wary wave

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the issue with few threads is that if you have 7 threads running at 100% on a 4 thread CPU, the game thread and render thread are both slowed down a lot by the other threads

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so your fps are lower then

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and its becomes impossible to get constant 90 fps

uncut iron
#

Anyone know if there is there a page on unrealengine.com for registering for enterprise support? I was sure there was but I can't find it now.

keen birch
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Is there any decent way to quickly transfer a BP I'm sure is compatible with 4.15 from 4.17 to 4.15?

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Or will I just have to copy paste the logic and recreate the variables