#ue4-general

1 messages ยท Page 519 of 1

halcyon flame
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@molten path what's in read only mode? are you using source control?

molten path
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im still pretty new, i have no idea what source control is

latent fable
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@halcyon flame Nope, Made the earth and the sun myself. the only thing that is (mostly) a free asset is the earths atmosphere

molten path
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i cant make any changes

latent fable
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sam

halcyon flame
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does anyone know how to force Unreal to render an object? I'm using the depth buffer to show objects that are behind other structures, but they still aren't being rendered until they're almost in regular view

molten path
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yes

latent fable
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press "stop" at the top

halcyon flame
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@molten path you need to stop simulating

latent fable
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it will work then

molten path
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oh

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LMAO

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thank you c:

halcyon flame
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when you're simulating you can't edit your BP

latent fable
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yeah...

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If its simulating its read only

molten path
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i forgot that

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thank you

latent fable
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np

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What are you making sam? just curious

halcyon flame
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@latent fable I'm pretty much just thinking through this, but that lens flare is either from UE4'd default camera stuff or from your atmosphere

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turn off the atmosphere and see if it's still there?

latent fable
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yeah still there

astral tartan
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So if anyone can help i would appreciate, I have thise P_fire emitter in the fireplace, but in game its only visible until the kigs on the tables, anyone know how to increase visiblity range?

light coyote
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What do you mean by its only visible when...?, they suddently pop up? The fade to view? They are stationary and the angle makes them visible ?

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The picture doesnt show much info to understand

astral tartan
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the fire is only visible in a radius that reaches the kegs on the tables, roughly, any further and the fire dissapears

light coyote
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Particles cant be properly scaled up with scale tool.
That really needs to be done from de particles editor.

astral tartan
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RIP, ok so theres no simple way to increase visiblity distance?

light coyote
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I dont know exactly what that means.
Because it may be literaly that, or not at all.

astral tartan
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๐Ÿ™ƒ I just want the fire to be visible from any point in the room, but im only get 1/3 of the distance

light coyote
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I suggest you open the particle, and experiment with it.
Dont get frustrated, particle editor can be really confusing

astral tartan
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yeah i opened this and instantly came to find a UE4 discord, cause google wasnt doing anything for me and I dont want to break it

light coyote
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That is what i mean, it could be so many things that could make that happen, obviously even default engine stuff, that that is a really open question.

astral tartan
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I see what you mean

light coyote
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What i mean is that i never had that isue. And that im think you can make it good in the editor.
But not guaranteed, it may be something else.

rocky bison
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why does importing a height map for my ladscape set the pivot point underneath and offset/ how do i fix it

astral tartan
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RIP

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You should be able to set origin in your 3D software

rocky bison
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its an unreal engine landscape

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as far as im aware i cant just export it without messing up the landscape settings i can have

light coyote
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@rocky bison the pivot the objects have in the engine is the 0, 0, 0 of the world it was in.

rocky bison
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it was generated in ue4

light coyote
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Yes

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Just read that

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Hmm

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Ahhhhh

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In heightmaps, black is bottom of height range, white is top

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Could it be that there is no black on your heightmap ?

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Its just a random thought

rocky bison
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yeh im using a displacement map which is much lighter in color than height map

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but i still dont get the offset

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the pivot is default in the corner

light coyote
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Because black would be at the height of the pivot

astral tartan
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Hey richard, do you know what the bounds tab is for? specifically what effect the fixed relative bounding box has on the particle?

light coyote
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Just grab that heightmap, and darken it in photoshop

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Cntr L

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But darken the overall, not the contrast, dough you can play with it to,, over all is under

rocky bison
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Ok thanks

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but

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is the pivot meant to be in the corner?

light coyote
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I gess yes

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Imagine a 2d plane

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You have middle as 0, top and right are Y and X positive, left and down are X and Y negative

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I was going to say another thing

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But yes, in textures is, i belive, allwais bttom left corner(or top?)

rocky bison
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ok thanks :}

light coyote
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I gess, it makes sense,, maybe is for some other reason

rocky bison
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yeh its a bit annoying because i scale it and everything goes off from the corner but oh wel

midnight sparrow
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I will try my luck again, i packaged my game to android, to oculus quest and textures looks terrible and its just dark overall.
Any idea? I dont care about performance for now

serene sorrel
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That feeling when Hot Reload stops working

stable grail
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game development is fun... game development is intense...

spark sonnet
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Using capsule with a box player?

runic narwhal
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TLDR - what's the difference between "Try Get Pawn Owner" vs "Get Player Character" ?

spark sonnet
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Why is my box collision triggering overlap on my player when I press play? Its not overlapping

neat forge
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Does anyone use headus UVLayout? Is it worth buying?

spark sonnet
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This makes no sense. Its not overlapping anything yet it keeps triggering at game start

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Managed to fix it by setting the collision to only be pawn. So it works great now ๐Ÿ™‚

crystal wind
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@runic narwhal A pawn is different than a character.

runic narwhal
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@crystal wind the pawn is the little pill shaped thing that goes around the character, right?

crystal wind
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Nope.

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It's worth a google.

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One inherits from the other.

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It's a polymorphic thing.

autumn elbow
serene sorrel
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@autumn elbow pretty funny

crystal wind
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Dude community service right here.

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I tip my bowl to you good sir~

serene sorrel
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Ive got a weird, what i assume is a culling issue. If an actor is occluded and becomes visible theres a noticeable "gap" time when it doesnt appear after it being visible

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disabling occlusion culling fixes it, but i find it strange its not working properly

crystal wind
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It's probably not smart to check for that every frame is my guess, come to think of it probably every major game title has this issue.

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Unless I misunderstand you.

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You'd want to check like... 1/10th of the meshes per frame

serene sorrel
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well i have a building constructed of static meshes, and when one is hidden behind a wall lets say, then you move around the wall to see whats behind it, theres a gap time where the meshes behind arent rendered, so you can see through them

crystal wind
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Oof.

serene sorrel
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so its like "Still culling" objects which should be visible

crystal wind
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Ok so that's not distance based weird.

serene sorrel
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right

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looks very ugly

crystal wind
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Come to think of it i've noticed that in tons of games from 7d2d, to rust, to fallout 4...

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Wait not fallout woops

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Maybe there's a timer to reduce or a setting for... Hmm...

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To be honest i'm not sure how to best handle that.

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If you can turn it off and back on again in game, then you could set triggers for it maybe.

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That somehow feels like a hack though

serene sorrel
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its a project setting, it has a couple things you can configure but i dont think it should be happening regardless

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its almost like that culling method isnt done per frame

crystal wind
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They put work into multithreading the engine more supposedly... Wonder if this is related to some system trying to catch up from lag.

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It might be super inefficient to calculate that per frame... Not sure.

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I'd consider asking in the programming channel. Wish I knew >.<

serene sorrel
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"The primary dynamic occlusion method employed is Hardware Occlusion Queries, which issues visibility checks to the GPU each frame as a query per-Actor. The Actorโ€™s visibility is read back one frame laterโ€”which can sometimes have the adverse effect of causing them to โ€œpopโ€ in if the camera is moving very fast"

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from the official documentation

crystal wind
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Sounds like a limitation of the gpu honestly.

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Unless it's taking multiple frames to get past that effect.

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Wait no that's not a limitation that's part of the feature.

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It does it one frame later

serene sorrel
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right

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so "pop in" is unavoidable

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using that method

glossy shoal
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Yeah

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Sadly

crystal wind
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I wonder if you can manually disable it though.

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At runtime.

serene sorrel
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you can

glossy shoal
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What?

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Do tell

serene sorrel
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r.AllowOcclusionQueries=0

glossy shoal
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Thanks

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That helpful

serene sorrel
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yes, that pop in makes the engine look like a cheap hooker

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the other culling methods are still used, just not that dynamic depth buffer one

autumn elbow
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Some useful flags in that article.

serene sorrel
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I think ill be able to work around Unreal Engines lack of dynamic global illimination by calculating it in my "house" class, work out how many openings there are to outside world and fudge the skylight intensity

vocal flume
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Im trying to import a fbx file. The tutorial im following says use import rigid mesh option but I donโ€™t see that option in the fbx import window. Iโ€™m using 4.22.

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Is this a bug?

crystal wind
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Try importing without messing with that option?

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The import settings has changed over the years to make it easer.

vocal flume
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Yeah.. the tutorial is from 2014 I see. Iโ€™ll try

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Thanks!

crystal wind
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Welcome.

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Yeah there used to be a bit of hell for example the mesh would come in at a 90 degree offset.

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Or it'd not import properly at all >.>

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Especially with fbx files.

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And it used to not import animations/mats automatically >.>

runic narwhal
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How can I see what animation blueprint a character is using?

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Can't find it anywhere

crystal wind
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I've not been able to figure that out either.

runic narwhal
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It's under Mesh

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Just found it

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Now, apparently, my blendspace is all jacked up and my dude is skating across the ground.

crystal wind
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Ohhh animation "bp" woops yeah >.<

runic narwhal
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Is it not best practice to have a blendspace that covers everything from idle to running?

crystal wind
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Idle to running is ok, but mixing things in like jumping/melee usually takes montages.

runic narwhal
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Right, I don't have any of that yet.

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But I'm still skating all over the place, and I can't tell any difference between mine and the starter anim pack

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I don't know how much more simple I can make it lol

dim plover
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Are settings menus supposed to be more complex than most of the gameplay mechanics? ๐Ÿ˜‚
It's really quite cumbersome.

runic narwhal
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I finally figured it out, but man, hours wasted on tiny little things like this

plush yew
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my render camera keeps cutting to a random spot staring at a wall in the middle of a movement, i dont know what its doing it but its really annoying

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its showing me two completely different things the filmback picture in picture is correct the render is completely wrong

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deleting the camera that was causing the issue and starting new fixed it, still, it cuts back to a blank wall on the last frame, bizarre

crystal wind
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Try making an inventory system and say it's more complex than gameplay mechanics ๐Ÿ˜›

autumn elbow
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Oh hey...I'm making an inventory system right now

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๐Ÿ˜„

crystal wind
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Wish you luck with that o/

warm swallow
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Wait are we claiming making an inventory system is complex?

autumn elbow
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It's not too difficult

warm swallow
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maybe i misread

autumn elbow
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I need to spawn build items later... that is super difficult

amber girder
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can you attach a decal actor to a splinecomponent?

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like curved tire tracks

warm swallow
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What type of inventory system are you building?

autumn elbow
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Not sure about the decals. You gotta try it.

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Just a normal inventory

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My player character will be collecting parts..hundreds of parts which they can build tools and weapons

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1 inventory will be for the parts collected, another will be for the tools/weapons created.

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I was, and possible still am having trouble storing the build items, and then spawning it all attached correctly.

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I took a short break from it. Back on it now. Deep breaths lol

warm swallow
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Can I ask how you have your data structure setup for item???

autumn elbow
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well..the main parts are the parent class, self class and transform

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I have got some pointers from the fine folks here, just haven't tried them yet.

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What are your thoughts... if u have the time to chat. ๐Ÿ˜€

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I spawn all the blocks in the Array, then I need to attach them together somehow

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so yea..still working on it ๐Ÿ˜…

light coyote
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@midnight sparrow I think your problem with the scene darkening might be eye adaptation.
You can turn it off in top left ov viewport, somwhere there you will find eye adaptation wich is enabled by default.

However, that is only in editing you disabled it, to fully disable it you need to do it from i belive it was a post process volume,, you will find a min and max value, they have to be the same value so no adaptayion ocurrs,, maybe a 2 in both is ok,, but you have to test.
If its not there it was in world settings or something like that.

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@autumn elbow I remember your project.
Im intrested in seeing it work, looks intresting.
Do you think, ยฟMaybe is better to have an empthy BP called weapons?

crystal wind
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Ah see NIKY is doing a simple inventory, mine's not that far ahead but it's a general purpose system... That's supposed to be really easy to extend.

light coyote
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I dont know, you are the one testing and testing, im just trowing the hot potato xD

autumn elbow
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I'll dm you when my prototype is worth looking at lol

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Empty BP... for?

crystal wind
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He's thinking polymorphism I think

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For categorization.

light coyote
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I mean, not any piece be a parent of any other.
Rather, all meshes are a child of an emphty.

autumn elbow
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I have one parent object and everything else connects to it

light coyote
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Maybe is a terrible idea, maybe is ok, i do not know, i have never tried to do what you are intending.

autumn elbow
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I've never tried it also, but I wrote it down.

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Empty BP, then use AddChildActor

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That's an idea to try.

crystal wind
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Can I get an example use case? I'm curious now.

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Am a bit behind on reading chat.

autumn elbow
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Example case of?

light coyote
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Maybe they are no advantages.
I thought it may be diffrent, than having a parent with mesh and properties.
Maybe there is no diffrence at all

autumn elbow
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I'm basically making Kerbal Space Program mechanics, Koi

crystal wind
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In programming composition often can act like polymorphism if done right... In c at least.

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Err

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No

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Inheritance

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Not polymorphism.

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Ohhh.

light coyote
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XD

autumn elbow
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LoL

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Add more 'h's

crystal wind
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You'll want to attach components generally yeah, actor components for different parts and such can help a lot.

autumn elbow
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Yea.

crystal wind
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I really shoulda read chat before jumping in >.<

autumn elbow
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Naaa.. you're good

light coyote
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Not at all

autumn elbow
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The challenge is spawning them in the correct order so that the parent they will connect to exists

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I can spawn them all and then in a separate process run the attach function, but that's too many loops. I feel dirty doing it that way. LoL

light coyote
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What is your issue.
When you hit play right ?

autumn elbow
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Huh?

light coyote
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I dont understand how your spawning in correct order problem arises

crystal wind
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Ah you can use little "node" components in your actor, and at begin play spawn at those locations

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But it does feel hacky

light coyote
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You mean when its allready built and saved, and then, want to spawn right ?

autumn elbow
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When I store the built configuration, it stores in an array.

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How it stores it is determined by Unreal

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the order it is stored in the array is determined by Unreal. (Using GetAllAttachedActors node)

amber girder
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damn, why is everything i want to do such a huge undertaking.... Spline decals: 14 pages on the forum and no solution

autumn elbow
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When I spawn, it starts at the beginning of the Array, index 0, and then continues.

light coyote
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Can you, in your situation, know which is the parent, and get child, get child, get... if child = null, then nothing else to do

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I mean, work down hierarchy

autumn elbow
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That's what the GetAttachActors does

light coyote
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To get order

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Ahhh

crystal wind
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Algo you ever look at beginners struggle so hard on the basic stuff and compare it to how you are now? And wonder like... Is the rabbit hole ever gonna end.

autumn elbow
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Hahaha no... it never ends

crystal wind
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Tis endless fun/cancer.

autumn elbow
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The more advance you get in the game, the less help you get.

crystal wind
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No difference, I never searched for personal help till like this year ๐Ÿ˜›

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Dude like i didn't know places like this existed.

autumn elbow
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like my cubes... looks simple, but it took me 2 months to get it to attach... cleanly.

crystal wind
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"cleanly" there's the center of the rabbit hole~

autumn elbow
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The underlying mechanics is math heavy

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Yea.. CLEANLY

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Key for performance

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Especially formVR

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This is also my first solo game

crystal wind
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twitches eye

autumn elbow
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๐Ÿ˜‚

crystal wind
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I'm jellious now.

autumn elbow
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why?

crystal wind
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The majority of the stuff I did was alone >.<

serene sorrel
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@autumn elbow you got any sshots

crystal wind
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Take one down, pass it around.

autumn elbow
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I mean I worked in game dev

crystal wind
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O . O

autumn elbow
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This is me breaking off and doing my own game. Hahaha

crystal wind
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Maybe it's social skills that's usually most helpful...

autumn elbow
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@serene sorrel shots?

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This place is great for social

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Come here .. talk.. get ideas

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Make friends

serene sorrel
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screenshots of the cubes lining up nicely

crystal wind
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There's been like three people that tried friend requesting me after I helped them... Maybe I should actually put them in a little team together and do something super flipping basic.

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Oh dude this is nice.

serene sorrel
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nice, what did you use? sockets?

light coyote
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@crystal wind Everyone is surviving in this world, everyone has its own way, no one is inmune to social pressures of any that may be.

autumn elbow
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Naaa...sockets are too heavy

crystal wind
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I wonder if a linked list kind of thing would work...

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Depending on how flexible you want it.

autumn elbow
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it's just sphere collisions

amber girder
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@crystal wind the rabbit hole is very deep. But it gets better when you know the quirks (speak bugs) of the engine

crystal wind
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Even past that point

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Debugging has gotten easy.

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You've seen me talk a while, unfortunately I've a desire to make sandboxy stuff.

autumn elbow
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Dude... copy and paste has screwed me over so many times. My new rule is to never copy paste

crystal wind
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Things which are... Not a good first "public" project.

serene sorrel
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@crystal wind sandboxxy stuff is great, i think even someone who makes a good sandbox game can still enjoy playing it

crystal wind
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Actually that's the only thing I can see myself enjoying while making.

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Creative potential of a game is the most appealing.

amber girder
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look at factorio for example. simple sandbox, but hell it is a time sink

crystal wind
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Funny you mention that >.<

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They actually optimized the shit out of it

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It's the only indie game i'm proud of.

amber girder
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yea, they're very good

serene sorrel
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Nearly all the best indie games are sandbox games, its partly because the AAA teams have stopped doing it

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if you want "gun on rails" gameplay you pretty much play some AAA crap

crystal wind
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Yet they get all the optimizations >.>

serene sorrel
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they have to look pretty to make sales

crystal wind
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7d2d and rust are... Comparitivaly behind.

serene sorrel
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because the gameplay is as shallow as a puddle

crystal wind
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Yeah the visuals never appealed honestly.

serene sorrel
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not many big publishers actually make decent games, rockstar is the biggest exception i think

crystal wind
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Personally speaking

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The fallout series after bethesda got a hold of it is fairly decent. Maybe not the best but definitely ahead of the AAA pack.

serene sorrel
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and a lot of their gameplay is sandboxxy in nature, GTA and RED DEAD

crystal wind
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I'm not even an rpg fan.

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Same guys made both?

serene sorrel
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yeah fallout is the same, open world

crystal wind
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Holy crap

amber girder
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scnr

serene sorrel
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Fallout 76 has kinda soured a lot of people on bethesda though

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they literally just used the same shit engine from fallout 3, a decade later, kinda funny

crystal wind
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Zenimax in general has been a bit shady.

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As far as being sue happy goes. Or so it seems.

serene sorrel
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the engine in fallout 3 was dated for 2009, let alone 2019

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its just the gameplay in fallout 3 made up for it

crystal wind
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For the time it was really nice to mod.

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Woops

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Thinking nv not tried modding 3

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But I think they both use geck

serene sorrel
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yeah they have been modding friendly for a while, back to morrowind or before maybe

crystal wind
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Hooooly

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Hmm I wonder what platfrom it was targeting, maybe the new engine wasn't capable of working on some devices.

serene sorrel
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having a "loading screen" for entering a simple house in 2009 was dated, already had games back then with pure open worlds that streamed in, but they still kept at this in 2019

crystal wind
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Oof.

serene sorrel
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ruins immersion in an open world game where you have these loading screens everywhere, makes the world feel disconnected i think

radiant haven
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Has someone ever used multi user editing

crystal wind
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DUUUUUUUUUUUUUUDE

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Funny you mentioned it

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I very very very very much want to try it.

radiant haven
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what

crystal wind
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Begged for that crap like 4 years ago or whenever the hell.

radiant haven
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??

crystal wind
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Have you never played halo forge?

radiant haven
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no

crystal wind
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That explains it >.<

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So many haven't >.<

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Having multiple people edit the same level at the same time is beyond entertaining.

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Actually makes the process way more productive.

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Now i've not tried this feature yet, been waiting to find someone to test it with.

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Didn't even find out till someone mentioned it like a couple days ago.

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So are you asking about the basic idea behind it?

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Hopefully you forgive my hyperbole attitude.

light coyote
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Ive never used it

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But i know is there and is probably pretty good

crystal wind
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The videos alone have me hooked >.<

light coyote
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Just think that that feature is one that development studios really need

crystal wind
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I swear it is >.<

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If you've ever done level design that way before with a friend you'd be hooked.

light coyote
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So it was a big priority from day 1 i gess

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I gess

radiant haven
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has someone ever done huge maps

crystal wind
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Besides ark?~ hehe.

radiant haven
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space maps

serene sorrel
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donno, development studios usually have enough levels and people to spread the workload so one person gets a level each, right?

crystal wind
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You can make the engine do whatever you want with enough skill really.

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Well...

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Here's the thing...

serene sorrel
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theres usually like 10 modellers to each level designer

crystal wind
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When you have two people working REALTIME in the same level, inspiration, and goof balling ensues, making for a more entertaining map at the end.

light coyote
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@serene sorrel But they work on the same project with all those levels in it

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Regardless, they must have a propper way of dealing with that, im pretty sure

serene sorrel
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@light coyote right, but are you talking about them editing the same level or different ones

crystal wind
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You have to play with garry's mod or halo forge to understand why

serene sorrel
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@crystal wind i think thats a different thing than developers making levels though

radiant haven
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i play gmod

serene sorrel
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youre talking about fun, vs making a product ๐Ÿ˜›

crystal wind
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It's roughly the same thing, your making a level, and playtesting it together. Sharing concepts as you go, for rts or things where there's stratagy involved it's helpful

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If only you guys would have touched halo forge in the day >.<

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The community maps were insane

serene sorrel
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Yeah donno, i havent heard much about multiple people making the same level but maybe its the future

light coyote
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But what is ment here i belive is the conflict of saving the same level more than 1 person is working at the same time.
There must be something implemented, or workflow recomendations, to avoid that conflict, im sure.

crystal wind
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Perhaps, they save the level in stages. Err i mean they do it so that each save is kept and unique, so incase you have to you can go back.

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And it's done in a non conflicting manner.

light coyote
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@radiant haven for huge maps maybe is better to reduce by a certain factor everything else in terms of the units making more intuitive sense

serene sorrel
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donno, im more a procedural guy myself, i dont like the concept of hand made levels anyhow ๐Ÿ˜›

crystal wind
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Example only one person can move an object at a time, it's locked from other's, if your both starting the level together it's fine as well.

light coyote
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So maybe a planet is a couple 100m wide, but i dont know

crystal wind
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Depending on what he want,s if he wants it procedural he'll have to code a lot himself.

light coyote
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And you scaled down everything else by 10 thousand times less or whatever

radiant haven
#

@light coyote like this

crystal wind
#

Emperian might give ideas.

#

You can't store a solar system entirely, and you can't store it in one giant arse level.

#

For one, big maps have issues with physics.

#

Since float accuracy sucks with larger numbers.

serene sorrel
#

unreal engine added basic support for the repositioning of objects around 0,0,0 though

#

theres multiple techniques you can use to do large scales, especially space stuff, but i dont think UE out of the box is built for this

crystal wind
#

You'll have to code a way to move them near that point, they'd have to be in their own game level of sorts, not aware of other levels.

#

I doubt it is either honestly... If your skilled enough though it doesn't matter.

#

Unity for sure has the same issues.

viral fractal
#

UE4 struggles with big worlds, But yea possibility is there

serene sorrel
#

i coded my own engine once that repositioned everything around the origin, regardless of where you are, but if you dont build the engine from the ground up like that it gets a bit hacky

crystal wind
#

If you try making this multiplayer you may end up avoiding a lot of ue4 features such as the Actors, maybe even replication not sure on that...

light coyote
#

@radiant haven i have to go for a bit,, but yes, i will finish watching the video latter, i also love spacey stuff :)

#

And is one of those things i want to do one day

serene sorrel
#

Is there any large scale space game done in UE already?

crystal wind
#

Not that i'm aware of...

#

Emperian is done in unity.

light coyote
#

There must be something

crystal wind
#

I think star made is as well.

#

And that engine is not built for that stuff out of the box.

#

Even less so.

serene sorrel
#

Well unity is even worse than UE at large scales by default, but it goes to show youll be doing a lot of your own work if you want a "more unique" type game

light coyote
#

Do you guys want to see one of the coolest thing space related ive seen

serene sorrel
#

even now in 2019 UE isnt designed well for procedural open world games

light coyote
#

Give me a sec

crystal wind
#

Sure go for it.

#

It may help if yo ustart in 2D first, and build your own engine.

#

To get a feel for how the process works.

light coyote
viral fractal
#

From my experience, unreal gets hard trouble with any world bigger than 8x8km

light coyote
#

Ok, is this wayyyyyy coooool

serene sorrel
#

@viral fractal well thats the largest size the landscape supports right now too right? ๐Ÿ˜›

light coyote
#

Or is it just me xDDD

viral fractal
#

Is it ?

#

Would make sense

serene sorrel
#

at default scale i believe so

crystal wind
#

Woah dude my eyes.

serene sorrel
#

besides the world composition feature which puts everything around origin

viral fractal
#

Dont know

serene sorrel
#

still cant properly run time generate a landscape with UE

#

i believe its technically possible now with some hacks but its very ugly

viral fractal
#

There are very few engines Out There that are capable of that

serene sorrel
#

they pretty much only add features that benefit the games they are making, and they are targeting consoles too which limits the PC master race

viral fractal
#

Maybe next Gen consoles will be a Lot faster, that would help

serene sorrel
#

run time generation of landscapes? well lots of indie stuff does it already even in UE and Unity, they just code it themselves pretty much

viral fractal
#

Kinda

serene sorrel
#

Epic just hasnt done any game which has required it , so it gets put on the back burner

viral fractal
#

Procedural fortnite OMEGALUL

serene sorrel
#

WHEN

#

theyve made a lot of money with it they can surely do that in the next month, fingers crossed ๐Ÿ˜‰

viral fractal
#

Fortnite seems to be the only game epic is interested in

serene sorrel
#

they are still pushing static lighting in recent demos and tutorials, its just so ancient

#

hopefully the next gen consoles forces them to consider the dynamic stuff more

viral fractal
#

Well their poor devs crunch hard each month anyways

serene sorrel
#

on more static methods yeah, to make mobile phones and consoles look good

viral fractal
#

Static lighting is some dinosaur shit

serene sorrel
#

half the shit you see on youtube from UE4 that looks VERY good, is all static stuff, which its good at

#

its very average at dynamic

viral fractal
#

Yes the dynamic lighting in UE sucks

serene sorrel
#

but its possible this will improve in the next year with raytracing and all that, lets hope

viral fractal
#

I dont think so

serene sorrel
#

yeah look, we are talking about hope here, UE has barely changed on the dynamic front in the last 2 years that ive seen

viral fractal
#

Epic seems to only adapt nvidias raytracing Shit, wich performs ass and is expensive

serene sorrel
#

but next gen consoles are hitting, and raytracing is kinda here, so lets hope

#

AMD has raytracing in both consoles , coming out next year, so itll be standardized soon-ish

crystal wind
#

There's interesting tech coming in play software wise as well...

#

Voxels are advancing a lot

serene sorrel
#

Epic pretty much cares about console level hardware about 90%, the PC master race about 1%

crystal wind
#

Well that's where the market kinda is to be fair.

serene sorrel
#

well exactly

viral fractal
#

Not really

crystal wind
#

It's difficult to support that stuff but it's needed.

#

honestly though.

#

My pc is worse than any modern console.

serene sorrel
#

Ryzen cpus have given the mainstream way more power in the CPU, raytracing support in GPU is standardized within next year, good times for indies i think

crystal wind
#

And i'm not really complaining, but then again I'm not one to care for high res stuff.

#

Oof that means more lazy indies >.<

viral fractal
#

The engine we are using in the Studio does not even have any static lighting, and runs even on android

serene sorrel
#

we just have to hope Epic gets its shit together with dynamic stuff within the next year or it'll be left behind

crystal wind
#

What exactly is wrong with it?

#

I'm not sure.

#

The stationary light kinda excited me >.<

serene sorrel
#

Unity is about to push its new ECS which allows much greater parallelism and much higher actor/gameobject count on the CPU

#

its very possible unity will be faster than UE4 when it comes to objects when that happens

#

even though its c#

crystal wind
#

I could do that with a proper c++ lib for the specific features i'd need, but not sure what could be accomplished if it was done at a more engine level.

viral fractal
#

It already is

#

Unreal is the slowest engine in the Market lol

crystal wind
#

Naaaa does c# REALLY let you do c style structs?

serene sorrel
#

nah thats bs, UE handles more actors than Unity at gameobjects

#

ive tested it

crystal wind
#

Where you can have an array of objects NOT an array of pointers to them?

#

ECS is really powerful

serene sorrel
#

ECS isnt default yet though

crystal wind
#

But it's advantage is linear access, keeping stuff in the cache line, avoiding indirection.

serene sorrel
#

they should have already been doing ECS since 8 years anyhow, but they stagnated for no obvious reason

#

same with UE

crystal wind
#

Which in my book is good things to reach for. I don't think C# can really take full advantage though. I'm not sure.

serene sorrel
#

all these games have "hacks" to work around the very obvious limitations in the UE and Unity engines

viral fractal
#

Just dont Use those K_Kappa

crystal wind
#

Well yes the engines are meant for fast prototyping nothing more.

serene sorrel
#

but Chaos physics is coming (soon?) to UE which at least gives us a different TICK rate for physics

#

i mean that should have been in there from the start, but small beginnings

viral fractal
#

Oh, finally, other engines have that since 2005ish

crystal wind
#

I read about it, it's supposed to be a lot better about being multithreaded, intel has done research on this >.>

serene sorrel
#

@viral fractal well yeah, but its UE and Unity, they are "main stream" engines bro

crystal wind
#

Unity was stuck in flipping Physx though and the last time i tried it... it was shit.

viral fractal
#

Dont know If the engine we use counts as Main Stream too

serene sorrel
#

Cryengine?

viral fractal
#

Modified CryEngine 5.6

serene sorrel
#

thats the only good commercial engine which has GI done right

viral fractal
#

Yep

crystal wind
#

As far as physics goes though, honestly long term you'd probably like to hack the engine apart anyway, since ue defaults ot octrees. Which might not be ideal.

serene sorrel
#

which should just be a standard feature by 2019 but we have to keep praying

crystal wind
#

These are general purpose tools.

serene sorrel
#

@crystal wind what does Chaos use?

crystal wind
#

Good for prototyping not optimizing unless you hack them apart.

viral fractal
#

Unreal needs to get rid of all the bloat that makes it slooow at everything

serene sorrel
#

it sounds to me like chaos is built fairly modern, i have hope its decent

crystal wind
#

I'm actually not sure how they do broad phase, i think bullet actually gives you options. UE just defaults to octree.

serene sorrel
#

lol bullet, i mean yeah, dont use the best open source physics engine example bro it makes the commercial stuff look bad

crystal wind
#

That's what ue4 uses >.<

#

At least i'd assume so since when I looked at the source a couple years ago i found it's folder

#

But the octree...

#

Looks like it may be custom i'm not sure.

serene sorrel
#

i thought it was PhysX but i donno i didnt look deep into it

crystal wind
#

Oof you may be right

viral fractal
#

I hate Nvidia

serene sorrel
#

yeah i used bullet in my engine anyhow, i found it quite easy to have it in its own thread, doing physics at whatever tick rate you wanted

#

physics in UE is still done in same thread i believe

#

chaos has it in its own thread though

crystal wind
#

Correct physics is merged with tickrate.

#

Which is your fps.

#

You can emulate some speration

serene sorrel
#

Sounds like 2005

crystal wind
#

So that bad lag won't hurt your physics as much.

viral fractal
#

I mean, its officially confirmed that they hold Back their own GPUs to be able to do some Software settings and give it 10% more Power and Raise price

#

Or the new Driver with that big Performance boost as a counter to AMD

serene sorrel
#

@viral fractal well its like Intel the last 10 years, giving us 2% more improvement each year, I had a CPU in 2009 from intel with triple chan memory that didnt need replacing for the last decade essentially

crystal wind
#

In fairness a company can do what it want with it's own products legally, maybe morally speaking. But at the same it does feel like crap for em to do that >.<

serene sorrel
#

the I7 920

crystal wind
#

Oh about that.

#

Moor's law is pretty much at it's end bud ๐Ÿ˜›

serene sorrel
#

Hello Ryzen 3000

crystal wind
#

They are adding more hardware, but they really can't shrink the die any further.

#

It just can't happen.

serene sorrel
#

they are shrinking them further, i think you mean single core performance isnt changing much, which it isnt

crystal wind
#

As far as the transistors goes yeah those aren't getting better.

viral fractal
#

The Nvidia raytracing implementation is also Shit

serene sorrel
#

why

crystal wind
#

Raytracing is naturally expensive though to be fair.

viral fractal
#

Performs so bad

serene sorrel
#

raytracing is expensive though

viral fractal
#

CryEngine Team made their own Hardware and Software Independent raytracing implementation, it Outperforms Nvidia by far

serene sorrel
#

1st gen raytracing hardware is going to do a shit job at it, probably need 3rd/4th gen until we see it working well

crystal wind
#

Nice!

#

What's it even for?

serene sorrel
#

but you dont push hardware without doing a first generation of something

#

even if its not very useable

crystal wind
#

Hehe reminds me of the ps1 era.

#

They didn't have floating point numbers by the way.

#

Besides a few niche consoles sold in japan at first.

viral fractal
#

My Game already uses Entirely real time GI and real time raytraced reflections ion a 600kmยฒ map

#

Runs fine on amd vega 56

crystal wind
#

You should look at some voxel tech, that's gonna blow everything else out of the water, already does with static lighting.

viral fractal
#

Its SVOGI

crystal wind
#

Mechanically speaking it's already way more fun.

viral fractal
#

Voxel based

crystal wind
#

Your probably right.

#

I'm still trying to figure out how the hell THIS exists...

#

Not for "looks"

#

But for the physics part.

#

As far as looks there's better examples.

#

Waaay better examples that already make everything else look like crap >.>

#

I don't have the patience to code a graphics engine... I suck at math, but physics and a general open world game engine with ecs and networking... Or something like this... Would be so damn fun.

#

I'd kill for this engine.

serene sorrel
#

Programmable shaders were pretty shit for the first few gens too, until the hardware was powerful enough

#

i think people just expect nvidia raytracing to be perfect from day 1 , and i dont like nvidia, but it doesnt really work like that

crystal wind
#

Generally it's a slow process yeah.

serene sorrel
#

@crystal wind nice video, looks very nice

crystal wind
#

People complain about stuff like wow for example when it comes to mechanics and bugs but... Man that stuff takes so much man hours and trial and error to get right.

#

Dude someone else in i think lounge posted this a few days ago

#

It's flipping epic though!

serene sorrel
#

its one guy just doing dynamic stuff with voxels ?

#

and we have these AAA engines with 2005 features ๐Ÿ˜›

crystal wind
#

Dude I know right?

#

I was able to get like near 1k dynamic bullets in a custom 2d bullethell game moving around smoothly, and they were all check everything near them not just for example players/walls.

#

That was with a piss poor engine I built many years ago.

#

Actually na it wasn't perfectly smooth.

#

But if you have a well defined set of goals, and have the will power to push through, or already have a prototype, doing more custom stuff just makes it so much nicer.

serene sorrel
#

well when i learnt the UE and Unity ways of doing things, it always got me how static they default everything to be. Being an indie im more procedural and sandboxxy because those are the gametypes that interest me due to not being low iq

urban canopy
#

guys

#

what i need to learn to start using Unreal Engine?

crystal wind
#

And sadly those are the hardest >.< I think factorio was done in pure c by the way.

#

Might be wrong

serene sorrel
#

@urban canopy just get into it, you learn by doing

crystal wind
#

Pretty much.

#

Tutorials.

urban canopy
#

@serene sorrel into what?

serene sorrel
#

factorio is c++ i believe, but they did their own engine from allegro initially, i think its custom now

crystal wind
#

Grab a copy of the engine, and follow ue4's basic tutorials.

#

Don't expect to do openworld or the like

#

Just start reeeeeeeally small.

serene sorrel
#

@urban canopy just do some tutorials, you have to learn how UE does things regardless of your prior experience (even if none)

crystal wind
#

Don't expect to do rpg's, rts, or multiplayer either.

#

Especially if none.

urban canopy
#

@serene sorrel but i cant understand all Blueprints

#

what the blueprint function

serene sorrel
#

@urban canopy why would you think you should be able to?

crystal wind
#

That's the point of the tutorials, and google, to follow along till you nderstand a bit more with time.

#

There is no fast fix for this.

serene sorrel
#

bro i have like 20+ years of C++ coding, my own engines, etc, but i still had to learn how blueprints worked, how UE works, etc

crystal wind
#

Yup and the video tutorials do wonders.

#

It's all over youtube.

urban canopy
#

oh

crystal wind
#

Even written ones are fine.

serene sorrel
#

yeah just follow some video tutorials, you can do a lot of shit very easily in UE, youll have fun

#

and if you stick at it, maybe make some money selling a product

crystal wind
#

If your a beginner to programming expect to take a long time with this. So scale down your expectations, but have fun.

serene sorrel
#

High expectations is what gets newbies through the hardness ๐Ÿ˜›

crystal wind
#

Honestly you might be right.

#

I'm grumpy and old ๐Ÿ˜›

#

Have spent so many damn years doing this crap

#

Prototyped so damn much, none of it got the public's attention.

urban canopy
#

how long you learned with this UE?

crystal wind
#

Most of my experience is with personally made game engines.

#

But i've been mesing with ue4 all the way back, and have even messed with UDK

urban canopy
#

oh

#

i have to learn C++?

crystal wind
#

Which if your not aware udk is old as shit and was used to make... Crap I forget. Feels like it's 6 years since ue4 came out though.

#

You don't "have" to.

#

And if you keep your scale super small you don't need to bother.

#

It does help though.

#

Even if you don't use it.

#

Programming knowledge just helps.

serene sorrel
#

@crystal wind i think its more about the new generation just generally having a more goldfish mentality and giving up quicker if they dont get AAA results

urban canopy
#

ill try to learn from youtube

serene sorrel
#

its hard to put yourself into the place of the new generation that have had a tablet or phone in front of their face since 3yo

crystal wind
#

I had a ps1 since it was a thing as a child though >.>

#

But...

#

Yeah it's different.

midnight sparrow
#

Hey, anyone with experience with oculus quest? Im doing a simple archiviz and i need it to look as good as possible, but when i package my project and open it in oculus texture quality is terrible, and its pretty dark

serene sorrel
#

yeah i had atari and sega too, but new shit is a lot more addicting and parents usually wanted their TV back after some time

#

@midnight sparrow the darkness can be fixed but maybe the quality cant, depends on the issue though

crystal wind
#

Yeah the 90s was the generation that was pretty much left alone supposedly, which is truthful in my case... Had to learn everything myself. Different world.

#

I always wondered if phones and tablets would just blind people from the complexities behind stuff... Like how new cars prevent people from learning how to repair their cars simply cause it's so locked down.

serene sorrel
#

the occulus quest isnt exactly some beast powerhouse VR hardware, optimizations have to be made

midnight sparrow
#

@serene sorrel The texture resolution is terrible even though its a tilable texture. The ceiling and the carpet are pretty low res

crystal wind
#

That's low rez?

midnight sparrow
#

the top part

#

the bottom part is from engin

crystal wind
#

That's 512 or 1024 right?

serene sorrel
#

looks like lower texture res being used on the ceiling yeah

midnight sparrow
#

should be 1024 i think. Yea sure as hell, its terrible ๐Ÿ˜„

crystal wind
#

My eyes are really bad >.<

serene sorrel
#

yes that looks very low quality versions of what you have in the other scene

#

highly mipmapped

crystal wind
#

Ohh the baked shadows?

serene sorrel
#

not sure what those other spotches are in the middle though

#

the normal map being mipmapped to hell too?

midnight sparrow
#

what is mippmapped ๐Ÿ˜„

serene sorrel
#

where a lower resolution texture is used in place of the original

crystal wind
#

Sounds like it's for LOD stuff.

midnight sparrow
#

alright, the floor and the ceiling are like the most visible parts regarding to texture resolutions

serene sorrel
#

but it could just be the android stuff by default uses much lower resolution texture of what you provided, not sure, never done an android export

midnight sparrow
#

Fixing those two would be the most important

serene sorrel
#

does it use a normal map the ceiling?

midnight sparrow
#

Yes it does

crystal wind
#

Androids have very limited resources... 1024 even seems high to me...

serene sorrel
#

try disabling that, see if the spotches disappear

#

thats the worst effect i can see in the lower resolution version, those weird dark spots

midnight sparrow
#

Koi, do you thikn if i use 512 instead it could look better in export?

crystal wind
#

Na not that exactly.

#

I'm just impressed if a phone can render a 1024

#

It could i guess.

#

I don't own an android.

serene sorrel
#

koi you are oldschool

#

they can do that easily ๐Ÿ˜›

crystal wind
#

Dude i can't afford a phone ๐Ÿ˜›

midnight sparrow
crystal wind
#

Holy crap wow.

serene sorrel
#

thats iphone 1 type stuff ๐Ÿ˜›

crystal wind
#

Am i high right now?

#

TRANSPARENCY!

#

Sorry

#

And reflections...

serene sorrel
#

@midnight sparrow you are that is all static stuff right? I assume your scene is too

midnight sparrow
#

My scene is all static and takes like 2ms/frame on my vega64 and ryzen 7

#

But still a pretty high fps

crystal wind
#

Still not bad.

serene sorrel
#

2ms frame hmm

#

so youre looking at 10fps being ok on the phone or whatever

midnight sparrow
serene sorrel
#

is there no texture quality settings for export ?

#

it looks like its using some very very low res version for android given what you just showed

midnight sparrow
#

I have oculus quest.
I would like to know i wasnt able to google much

serene sorrel
#

looks like its using the 8x downsampled version

#

shouldnt be that terrible surely

midnight sparrow
#

i would just like to brutteforce it

#

and then worry about fps

serene sorrel
#

looks like your 1024 texture is being sampled at 128pixels roughly speaking

midnight sparrow
#

Well and do you know someone experienced with android? Deadline is behind the doors and i didnt take this to concideration ๐Ÿ˜„

serene sorrel
#

no sorry i dont, try asking in the #mobile channel

crystal wind
#

CPP "might" have something if not but not sure...

#

I just know that there's some folks there with some intimate engine knowledge.

midnight sparrow
#

cpp is a person?

crystal wind
#

Na it's a channel.

#

Usually for coding questions.

midnight sparrow
#

Alright i will try it in other channels thank, thanks

crystal wind
#

But they seem well versed in engine knowledge if all the other channels fail.

serene sorrel
#

@midnight sparrow how are you taking the android screenshot

midnight sparrow
#

sharing to phone through oculus app

serene sorrel
#

have you tried another phone/device

midnight sparrow
#

I wasnt able to instal it on my phone. Are you supposed to connect device and install it on the PC?
This is how i do it with oculus

serene sorrel
#

one thing you could try, donno how effective but i know youre on a deadline, is to downsample that texture yourself from 1024xwhatever to like 256xwhatevr

#

in a paint program

midnight sparrow
#

yea came in to my mind, i will try it with all textures to 512 first

serene sorrel
#

yah try it and see what happens, good luxck

midnight sparrow
#

and what about that darkness?

serene sorrel
#

adjust the skylight intensity as an easy fix

midnight sparrow
#

I think its not using post procces volume thinking of it

#

i lowered the exposure

crystal wind
#

O . O Oh my god it does use PhysX in the source...

serene sorrel
#

yeah i disable those features even on PC because they are awful

#

auto exposure looks like shit

midnight sparrow
#

im not using autoexposure i just lowered it to make it bright

serene sorrel
#

you turn the camera 10 degrees and the scene is 50% brighter, makes you wonder what is happening

crystal wind
#

You mean that thing that adjusts brightness based on the amount of light hitting the camera?

#

Yeah I turn that crap off >.<

#

It's meant to be use for caves.

midnight sparrow
#

it looks kind of cool if you make it just a little bit

#

like this

serene sorrel
#

it looks embarrassing on my pc, i turned it off things looked normal

crystal wind
#

Even the guys that made mgs5's engine pointed out the flaw in that approach... Lighting is hard to make look right and that's one thing that doesn't help.

serene sorrel
#

fog and such make it act weird

#

but if the scene is getting brighter/darker just from turning (not moving) it can certainly look extremely odd

crystal wind
#

Hmm interesting I might try that setting.

midnight sparrow
#

Then you can set it to same or similiar values. i just wanted to regulate the light intensity without a baking again

#

Becouse lighting interior in unreal is not that easy. I dont use skylight at all. it makes it look flat

serene sorrel
#

@midnight sparrow yes UE has no Global illumination so we are stuck with such things

midnight sparrow
#

It has, just not realtime ๐Ÿ˜„

serene sorrel
#

lol

midnight sparrow
#

so i have everything static

serene sorrel
#

correct, correct

#

nah UE looks great, provided nothing moves

midnight sparrow
serene sorrel
#

i find it weird they released the quest

#

the rift barely does a passable job

midnight sparrow
#

quest is completaly different thing

serene sorrel
#

i know, its them trying to compete with the low end VR maker people

#

its just the "high end" VR isnt even that great yet

midnight sparrow
#

Its like a console. Standalone wireless. just for a simple people that want to play beatsaber

#

and pretty cheap

serene sorrel
#

yeah

midnight sparrow
#

i bet you spent more on your phone than quest costs

serene sorrel
#

like people strapping a phone to their head

#

i just think for realistic VR you need high quality screens and GPUS to push the frames needed to not feel ill

#

why do you want to play tron like VR, not really my use case for it i guess

midnight sparrow
#

yea, but this is actually pretty great and i think this is the way to make VR popular.
You have two controlers, they work great without using any external sensors.
You have built in cameras to oculus so when you come close to wall you can actually see outside

crystal wind
#

The only vr i tried was the thing where you put in the phone and it magnifiers it... As someone who's super light sensitive it makes it so easy to see stuff.

#

I wish I had one for the pc so coding would be easier.

serene sorrel
#

well thats stuff thats not related to the screens or hardware pushing the frames, something that should be in every VR thing ๐Ÿ˜›

#

good controls, high resolution displays, high frame rate

midnight sparrow
#

Oculus quest isnt ofc meant for high end games, but just for arcade games like beatsaber or some stylized shit

serene sorrel
#

i mean beatsaber is like some 1990s type game bro

midnight sparrow
#

Yea doesnt matter, it just feels great to be a ninja ๐Ÿ˜„

serene sorrel
#

when people think "VR" in 2019 they dont think 1983 tron graphics

crystal wind
#

Hey do you think office jobs especially programming ones wouldn't mind if you used VR to work more efficiently? Since I think that'd help keep out the annoying bright friggin office lights.

#

Funny vr is so damn old.

serene sorrel
#

@crystal wind not while the screen resolution is so low, youll go mad programming on such a thing, you can see the individual pixels very easily

crystal wind
#

I doubt that ๐Ÿ˜›

radiant haven
#

how do i do this

crystal wind
#

I like using analog tv's bud

#

Not a difference really

serene sorrel
#

theres no VR headset with CRT display bro ๐Ÿ˜›

radiant haven
#

click the link dierectly u will be in a sec

crystal wind
#

What is crt?

serene sorrel
#

nvm ๐Ÿ˜›

toxic hatch
#

I turned on raytraceing and direct x 12 in my project settings and then turned on raytraced reflections in my post process volume but my sphere reflection captures still effect the scene. Am I supposed to delete them all or still use them in raytracing as well?

crystal wind
#

By analog tv i mean the super low res box tv's from the 90s

#

I actually have one >.<

serene sorrel
#

they are called crt bro

#

cathode ray tube

crystal wind
#

Ohh make sense thanks.

serene sorrel
#

@toxic hatch make sure you disable as much static stuff as possible

crystal wind
#

The vr headset that just magnified a phone screen already looked an improvement over working in a bright area >.<

#

I'm really near sighted to.

toxic hatch
#

what do you mean by static stuff? like static lights?

serene sorrel
#

make your lights movable, disable static lighting, etc, otherwise why would the raytracing kick in

#

skylight -> movable

toxic hatch
#

Okay that makes sense

crystal wind
#

I wonder how stationary lights would fair...

#

PC wise they are hella efficient.

serene sorrel
#

who has stationary geometry in 2019 bro ๐Ÿ˜›

crystal wind
#

No stationary lights work with moveable objects.

#

They work better than dynamic lights.

#

Or according to my last test.

serene sorrel
#

stationary lights huh? ok

#

describe a dynamic scene with static lights for me

crystal wind
#

No it' snot static

#

It's like some weird mix of the two.

#

Stationary lights work fine with dynamic objects, the shadows move as expected.

serene sorrel
#

stationary lights is static geometry

crystal wind
#

They use some kind of optimization to take advantage of the light never moving, i'm not sure what.

serene sorrel
#

the lights dont move, hence they are static

crystal wind
#

But they can still cast dynamic shadows

midnight sparrow
#

Koi is right i think. the light cant move but it doesnt bake shadows for movable objects

crystal wind
#

^

midnight sparrow
#

so it works dynamicly only where needed

crystal wind
#

I suspect it optimizes even more for dynamic shadows than dynamic lights do.

#

Had some interesting tests a while ago...

#

But it might have been that some geometry was static and I goofed.

midnight sparrow
#

Im just looking forward for the future rtx where you dont have to worry about some lighting, building and this shit and you just put a light there and everything is beautiful out of the box

crystal wind
#

Static light baking is so damn expensive for the dev, but it's so optimized.

midnight sparrow
#

Yea, i have simple scene which takes like 20 minutes to build. it kills a day like nothing

#

and its pretty fast, but its a simple archiviz

crystal wind
#

I'm running on a quad form 8 years ago that's worth basically shit ๐Ÿ˜›

#

I know it sucks.

#

Dude I can't even see 4k rez >.<

radiant haven
#

anyone know importing 4k textures

#

into ue?

midnight sparrow
#

what about it?

#

i use it

#

just drag and go

#

๐Ÿ˜„

radiant haven
#

well no

serene sorrel
#

@midnight sparrow yes when the light isnt set to dynamic , it bakes shadows and lighting into the level

radiant haven
#

mine looses quality

midnight sparrow
#

in editor or in export?

radiant haven
#

editor

serene sorrel
#

you can have static lights, that affect static geometry and dynamic geometry, it doesnt change what i said though

radiant haven
#

like the earth

midnight sparrow
#

thats probably due to scalability

crystal wind
#

Stationary lights aren't static nor dynamic lights. It's like a mix of both with extra features.

radiant haven
#

hang on

midnight sparrow
serene sorrel
#

only a static scene has static lights, which is my point

radiant haven
#

earth in blender

serene sorrel
#

you can have dynamic actors in a static scene, thats the UE default way of doing things, to make things look good very cheaply

#

but a dynamic "scene" doesnt have static "lights" because you cannot know where lights are going to be, or not going to be

radiant haven
#

earth in editor

static viper
#

eath is low res

crystal wind
#

If stationary lights actually optimize dynamic lighting better than pure dynamic lights... They may still be better to use for spawning light sources assuming they dont' move around much.

radiant haven
#

yes

crystal wind
#

Maybe.

static viper
#

earth in blender looks really bad

radiant haven
#

wait i do textures on high

serene sorrel
#

@crystal wind hmm? UE is optimized to look very good with static geometry and known levels, not dynamic stuff

radiant haven
#

still low

#

wanna make smth like this

crystal wind
#

It helps turning the shadowing down, but generally yeah ther'es issues there, but i really want to test if a stationary light can do dynamic lighting better than a pure dynamic light.

static viper
#

you need a better texture ๐Ÿ˜„

crystal wind
#

Might be a potential optimization...

radiant haven
serene sorrel
#

@crystal wind why would it do dynamic lighting better? its stuck with the same issues when it has dynamic components to consider. its just as a "scene" overall quality is much better with static lighting in UE

#

and when you mix the two in UE now, youll get better than purely dynamic in UE

crystal wind
#

If your expecting a bunch of moving lights with shadows though honestly that's always going to be painful, but ue4 is a weee bit behind on this by default.... I wonder if it's the amount of resolution they got on it.

#

I read an article a while back

static viper
#

what ever it is

#

i can tell zou about dznamic lights

crystal wind
#

that stationary lights do some kind of extra... Process with dynamic shadows to help optimize it better. And some personal tests did give interesting numbers.

serene sorrel
#

if you have static lights you can make static light volumes and such, youll probably be able to get a better outcome in UE than a pure dynamic approach, no doubt

static viper
#

dynamic light has issues yee

#

but it revolves alot about performance too

#

at the level i have them they are pretty decent

#

but it takes fps away.

serene sorrel
#

you only have static lights in UE though if you have static level geometry, or?

crystal wind
#

No not exactly.

static viper
#

you can have all 3

serene sorrel
#

why would you place static lights in a dynamic scene

static viper
#

but with baked light dynamic objects will look buggy.

#

oh you see

#

crysis 3 does this

#

alot of the main lights are baked

#

but the sun is dynamic

serene sorrel
#

that means the geometry is static tho

heavy flicker
#

This might sound like a stupid question but when changing the resolution of a texture in-engine does it also change the physical size of it on disk?

static viper
#

yee and no

serene sorrel
#

no?

crystal wind
#

It doesn't have to be static.

static viper
#

there is static geometry with plants water people

#

physics objects

#

the rest is ofc static

serene sorrel
#

right, i mean, theres some aspect of the geometry is static, like the landscape

static viper
#

bc static objects are much more performant

#

yee

#

landscape is static

#

well mostly

#

XD

#

landscape is special

serene sorrel
#

yeah exactly, so im talking about a dynamic scene (including landscape) vs something known

#

you dont have static lights in dynamic geom

static viper
#

but you could create a mesh in maya

#

and use that as landscape

serene sorrel
#

where its partly dynamic and party static

static viper
#

dynamic geometry is usually no the scene

#

there are just a few cases really

#

voxel for instance

#

like minecraft

#

it has baked light but its realtime generated

midnight sparrow
#

minecraft graphics are dope

serene sorrel
#

you could have a prefab like Rust does, where you include a static "building" at a certain location the map , you could precompute some stuff with that no doubt

static viper
#

there are alot of tricks

serene sorrel
#

but that doesnt include what im saying, you cant have static lights in dynamic geometry

#

you can have static lights in static geometry, with dynamic geometry

#

but you cant have purely dynamic stuff with static lighting, obviously

crystal wind
#
All of the indirect lighting and shadowing from Stationary Lights is stored within the Lightmap. Direct shadows are stored within the Shadowmap. These lights make use of Distance Field Shadows, meaning that their shadows can remain crisp even with fairly low Lightmap Resolution on lit objects. 
static viper
#

its stored yes

#

but any tiny update can break it.

#

so anything that moves

#

grass

#

the player...

serene sorrel
#

"Lightmap" is doom 1993 technology ๐Ÿ˜›

static viper
#

they do alot of trouble

serene sorrel
#

static baking

crystal wind
#

Na doom doesn't use lightmaps

#

All that lighting was done by hand

static viper
#

we still use lightmaps in dynamic shadows.

#

thats part of the shader itself

serene sorrel
#

quake then?

crystal wind
#

Actually i guess that is kinda a lightmap >.>

static viper
#

and the issue why they often look fragile is due to its resolution

serene sorrel
#

i thought doom used it but either way quake does

crystal wind
#

ps1 games generally did. Ps2 especially.

static viper
#

which doom tho ๐Ÿ˜„

#

doom 1 used rooms for light

#

it was geometrical

crystal wind
#

I was thinking the first two. Each sector your able to set a brightness by hand.

static viper
#

yee

#

but that was really basic

serene sorrel
#

WADs

#

quake at least had it

static viper
#

we cant do that todays, bc we can do better

serene sorrel
#

they baked the lights into the map

#

just like unreal does today

crystal wind
#

For a lot of games you still mix dynamic and static objects, even if your spawning said static objects at runtime.

serene sorrel
#

@crystal wind yes with the baked light maps you can then adjust run time objects

static viper
#

yee it works pretty great if you have the baking skills

#

i myself cant use baked lights for anything tho.

#

i find them limiting

serene sorrel
#

@static viper because its 2019 bro ๐Ÿ˜›

static viper
#

yee

#

thats the argument

serene sorrel
#

static stuff is 2005

crystal wind
#

If you can keep a light in one place I highly recommend using stationary lights, even if you have dynamic objects. It's when they have to move it should be using movable. There might be massive performance gains that way.

static viper
#

we can now calculate 6 billion pixelrays in one frame...

#

and somehow people want to tell me dynamic light is bad now

#

but they do rtx.

crystal wind
#

Lol

static viper
#

good luck with your super computer

#

bro

#

while i make good games ๐Ÿ˜›

#

and moneys

crystal wind
#

I've always wanted to port to a dvd player ๐Ÿ˜›

static viper
#

in a few years

crystal wind
#

Which fun fact, you can make games for.

static viper
#

any dvd player prolly has ryzen chip

#

then you can play modern games on the tiny screen...

#

bc we can

serene sorrel
#

static lighting is old shit, we need to get rid of it

static viper
#

well

crystal wind
#

Na it's still got uses.

serene sorrel
#

when was minecraft released

static viper
#

until rtx is fully worked out

#

we cant get rid of baking

serene sorrel
#

it still has uses sure, for these "on rails" games that dont change but come on

static viper
#

rtx has all the tools

#

but is just like 1 minth old in time stamps

#

it has really not alot to offer right now

#

and the hardware to hasnt.

#

it will take a decade at least

serene sorrel
#

minecraft doesnt have static light maps bro, 2009 tech ๐Ÿ˜›

#

java too

static viper
#

it uses some sort of voxel light technique

#

wich is stored in the chunks itself

serene sorrel
#

everything it uses is dynamic

crystal wind
#

I don't like wasting resources when it can be avoided is all. If a dynamic shadow gives no advantage over a baked one (since it doesn't move for example) i'd rather not just leave it dynamic.

serene sorrel
#

which is of course, the future

static viper
#

which makes it a light voxel

#

there are a few things baked light cant do at all.

serene sorrel
#

static lighting, static baking, anything static, is for games that dont change, games that people wont be playing in the future MUCH if you honestly look at it

crystal wind
#

I'm willing to bet there's going to be uses for it anyway.

#

Probably a biased opinion though

serene sorrel
#

there always will be, because people will make static games forever to come due to "Story telling" or something

static viper
#

when rtx is at the level we need it to be

#

baking will also be possible at runtime

#

meaning they are obsolete

serene sorrel
#

but its more likely in the future these "static stories" will be sit in a dynamic world, regardless

static viper
#

there is also another issue

#

the issue of setup

#

the meshes you need for baking are different to the normal ones

#

the process is different

crystal wind
#

There is also animations and such that take forever to render. Not sure how they work entirely.

static viper
#

you are not hands on from my opinion

crystal wind
#

Hmm may I ask an example?

static viper
#

we used to have vertex animation in old days

serene sorrel
#

still do

static viper
#

but with the rise of cgi we implemented bones

#

and these bones now fully handle the movement

#

ue4 cant do vertex animations anymore.

#

it can do morphing tho

serene sorrel
#

ue4 isnt cutting edge tech though bro

static viper
#

blendshapes

serene sorrel
#

its mainstream tech

crystal wind
#

Na no engine has everything cutting edge.

#

That'd be impossible to do.