#ue4-general
1 messages ยท Page 519 of 1
@halcyon flame Nope, Made the earth and the sun myself. the only thing that is (mostly) a free asset is the earths atmosphere
i cant make any changes
sam
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
yes
press "stop" at the top
@molten path you need to stop simulating
it will work then
when you're simulating you can't edit your BP
@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
turn off the atmosphere and see if it's still there?
yeah still there
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?
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 ?
The picture doesnt show much info to understand
the fire is only visible in a radius that reaches the kegs on the tables, roughly, any further and the fire dissapears
Particles cant be properly scaled up with scale tool.
That really needs to be done from de particles editor.
RIP, ok so theres no simple way to increase visiblity distance?
I dont know exactly what that means.
Because it may be literaly that, or not at all.
๐ I just want the fire to be visible from any point in the room, but im only get 1/3 of the distance
I suggest you open the particle, and experiment with it.
Dont get frustrated, particle editor can be really confusing
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
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.
I see what you mean
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.
why does importing a height map for my ladscape set the pivot point underneath and offset/ how do i fix it
its an unreal engine landscape
as far as im aware i cant just export it without messing up the landscape settings i can have
@rocky bison the pivot the objects have in the engine is the 0, 0, 0 of the world it was in.
it was generated in ue4
Yes
Just read that
Hmm
Ahhhhh
In heightmaps, black is bottom of height range, white is top
Could it be that there is no black on your heightmap ?
Its just a random thought
yeh im using a displacement map which is much lighter in color than height map
but i still dont get the offset
the pivot is default in the corner
Because black would be at the height of the pivot
Hey richard, do you know what the bounds tab is for? specifically what effect the fixed relative bounding box has on the particle?
Just grab that heightmap, and darken it in photoshop
Cntr L
But darken the overall, not the contrast, dough you can play with it to,, over all is under
I gess yes
Imagine a 2d plane
You have middle as 0, top and right are Y and X positive, left and down are X and Y negative
I was going to say another thing
But yes, in textures is, i belive, allwais bttom left corner(or top?)
ok thanks :}
I gess, it makes sense,, maybe is for some other reason
yeh its a bit annoying because i scale it and everything goes off from the corner but oh wel
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
That feeling when Hot Reload stops working
Using capsule with a box player?
TLDR - what's the difference between "Try Get Pawn Owner" vs "Get Player Character" ?
Why is my box collision triggering overlap on my player when I press play? Its not overlapping
Does anyone use headus UVLayout? Is it worth buying?
This makes no sense. Its not overlapping anything yet it keeps triggering at game start
Managed to fix it by setting the collision to only be pawn. So it works great now ๐
@runic narwhal A pawn is different than a character.
@crystal wind the pawn is the little pill shaped thing that goes around the character, right?
Nope.
It's worth a google.
One inherits from the other.
It's a polymorphic thing.
Programming can make us unhappy sometimes. This is for all you wonderful sad people who need a good laugh. https://youtu.be/6AXPnH0C9UA
Music by Sesame Street and Lemon Demon (Neil Cicierega). Video by Sesame Street and wattamack4. Lovingly combined by me. FOR ALL THOSE WHO DOUBT THAT THE SON...
@autumn elbow pretty funny
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
disabling occlusion culling fixes it, but i find it strange its not working properly
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.
Unless I misunderstand you.
You'd want to check like... 1/10th of the meshes per frame
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
Oof.
so its like "Still culling" objects which should be visible
Ok so that's not distance based weird.
Come to think of it i've noticed that in tons of games from 7d2d, to rust, to fallout 4...
Wait not fallout woops
Maybe there's a timer to reduce or a setting for... Hmm...
To be honest i'm not sure how to best handle that.
If you can turn it off and back on again in game, then you could set triggers for it maybe.
That somehow feels like a hack though
its a project setting, it has a couple things you can configure but i dont think it should be happening regardless
its almost like that culling method isnt done per frame
They put work into multithreading the engine more supposedly... Wonder if this is related to some system trying to catch up from lag.
It might be super inefficient to calculate that per frame... Not sure.
I'd consider asking in the programming channel. Wish I knew >.<
"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 Actorโs visibility is read back one frame laterโwhich can sometimes have the adverse effect of causing them to โpopโ in if the camera is moving very fast"
from the official documentation
Sounds like a limitation of the gpu honestly.
Unless it's taking multiple frames to get past that effect.
Wait no that's not a limitation that's part of the feature.
It does it one frame later
you can
r.AllowOcclusionQueries=0
yes, that pop in makes the engine look like a cheap hooker
the other culling methods are still used, just not that dynamic depth buffer one
Unreal Engine 4 tutorials, Tips & Tricks, and other curiosities!
Some useful flags in that article.
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
Im trying to import a fbx file. The tutorial im following says use import rigid mesh option but I donโt see that option in the fbx import window. Iโm using 4.22.
Is this a bug?
Try importing without messing with that option?
The import settings has changed over the years to make it easer.
Welcome.
Yeah there used to be a bit of hell for example the mesh would come in at a 90 degree offset.
Or it'd not import properly at all >.>
Especially with fbx files.
And it used to not import animations/mats automatically >.>
How can I see what animation blueprint a character is using?
Can't find it anywhere
I've not been able to figure that out either.
It's under Mesh
Just found it
Now, apparently, my blendspace is all jacked up and my dude is skating across the ground.
Ohhh animation "bp" woops yeah >.<
Is it not best practice to have a blendspace that covers everything from idle to running?
Idle to running is ok, but mixing things in like jumping/melee usually takes montages.
Right, I don't have any of that yet.
But I'm still skating all over the place, and I can't tell any difference between mine and the starter anim pack
It's literally this and nothing else.
I don't know how much more simple I can make it lol
Are settings menus supposed to be more complex than most of the gameplay mechanics? ๐
It's really quite cumbersome.
I finally figured it out, but man, hours wasted on tiny little things like this
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
its showing me two completely different things the filmback picture in picture is correct the render is completely wrong
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
Try making an inventory system and say it's more complex than gameplay mechanics ๐
Wish you luck with that o/
Wait are we claiming making an inventory system is complex?
It's not too difficult
maybe i misread
I need to spawn build items later... that is super difficult
What type of inventory system are you building?
Not sure about the decals. You gotta try it.
Just a normal inventory
My player character will be collecting parts..hundreds of parts which they can build tools and weapons
1 inventory will be for the parts collected, another will be for the tools/weapons created.
I was, and possible still am having trouble storing the build items, and then spawning it all attached correctly.
I took a short break from it. Back on it now. Deep breaths lol
Can I ask how you have your data structure setup for item???
well..the main parts are the parent class, self class and transform
I have got some pointers from the fine folks here, just haven't tried them yet.
What are your thoughts... if u have the time to chat. ๐
I spawn all the blocks in the Array, then I need to attach them together somehow
so yea..still working on it ๐
@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.
@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?
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.
I dont know, you are the one testing and testing, im just trowing the hot potato xD
I mean, not any piece be a parent of any other.
Rather, all meshes are a child of an emphty.
I have one parent object and everything else connects to it
Maybe is a terrible idea, maybe is ok, i do not know, i have never tried to do what you are intending.
I've never tried it also, but I wrote it down.
Empty BP, then use AddChildActor
That's an idea to try.
Example case of?
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
I'm basically making Kerbal Space Program mechanics, Koi
In programming composition often can act like polymorphism if done right... In c at least.
Err
No
Inheritance
Not polymorphism.
Ohhh.
XD
You'll want to attach components generally yeah, actor components for different parts and such can help a lot.
Yea.
I really shoulda read chat before jumping in >.<
Naaa.. you're good
Not at all
The challenge is spawning them in the correct order so that the parent they will connect to exists
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
What is your issue.
When you hit play right ?
Huh?
I dont understand how your spawning in correct order problem arises
Ah you can use little "node" components in your actor, and at begin play spawn at those locations
But it does feel hacky
You mean when its allready built and saved, and then, want to spawn right ?
When I store the built configuration, it stores in an array.
How it stores it is determined by Unreal
the order it is stored in the array is determined by Unreal. (Using GetAllAttachedActors node)
damn, why is everything i want to do such a huge undertaking.... Spline decals: 14 pages on the forum and no solution
When I spawn, it starts at the beginning of the Array, index 0, and then continues.
Can you, in your situation, know which is the parent, and get child, get child, get... if child = null, then nothing else to do
I mean, work down hierarchy
That's what the GetAttachActors does
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.
Hahaha no... it never ends
Tis endless fun/cancer.
The more advance you get in the game, the less help you get.
No difference, I never searched for personal help till like this year ๐
Dude like i didn't know places like this existed.
like my cubes... looks simple, but it took me 2 months to get it to attach... cleanly.
"cleanly" there's the center of the rabbit hole~
The underlying mechanics is math heavy
Yea.. CLEANLY
Key for performance
Especially formVR
This is also my first solo game
twitches eye
๐
I'm jellious now.
why?
The majority of the stuff I did was alone >.<
@autumn elbow you got any sshots
Take one down, pass it around.
I mean I worked in game dev
O . O
This is me breaking off and doing my own game. Hahaha
Maybe it's social skills that's usually most helpful...
@serene sorrel shots?
This place is great for social
Come here .. talk.. get ideas
Make friends
screenshots of the cubes lining up nicely
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.
Oh dude this is nice.
nice, what did you use? sockets?
@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.
Naaa...sockets are too heavy
I wonder if a linked list kind of thing would work...
Depending on how flexible you want it.
it's just sphere collisions
@crystal wind the rabbit hole is very deep. But it gets better when you know the quirks (speak bugs) of the engine
Even past that point
Debugging has gotten easy.
You've seen me talk a while, unfortunately I've a desire to make sandboxy stuff.
Dude... copy and paste has screwed me over so many times. My new rule is to never copy paste
Things which are... Not a good first "public" project.
@crystal wind sandboxxy stuff is great, i think even someone who makes a good sandbox game can still enjoy playing it
Actually that's the only thing I can see myself enjoying while making.
Creative potential of a game is the most appealing.
look at factorio for example. simple sandbox, but hell it is a time sink
Funny you mention that >.<
They actually optimized the shit out of it
It's the only indie game i'm proud of.
yea, they're very good
Nearly all the best indie games are sandbox games, its partly because the AAA teams have stopped doing it
if you want "gun on rails" gameplay you pretty much play some AAA crap
Yet they get all the optimizations >.>
they have to look pretty to make sales
7d2d and rust are... Comparitivaly behind.
because the gameplay is as shallow as a puddle
Yeah the visuals never appealed honestly.
not many big publishers actually make decent games, rockstar is the biggest exception i think
Personally speaking
The fallout series after bethesda got a hold of it is fairly decent. Maybe not the best but definitely ahead of the AAA pack.
and a lot of their gameplay is sandboxxy in nature, GTA and RED DEAD
yeah fallout is the same, open world
Holy crap
Every Bethesda's E3 showcase in one meme song. Thank you, Todd Howard, for Fallout 76 Nuclear Winter and Elder Scrolls Blades, you are the inspiration. ๐ Lov...
scnr
Fallout 76 has kinda soured a lot of people on bethesda though
they literally just used the same shit engine from fallout 3, a decade later, kinda funny
Zenimax in general has been a bit shady.
As far as being sue happy goes. Or so it seems.
the engine in fallout 3 was dated for 2009, let alone 2019
its just the gameplay in fallout 3 made up for it
For the time it was really nice to mod.
Woops
Thinking nv not tried modding 3
But I think they both use geck
yeah they have been modding friendly for a while, back to morrowind or before maybe
Hooooly
Hmm I wonder what platfrom it was targeting, maybe the new engine wasn't capable of working on some devices.
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
Oof.
ruins immersion in an open world game where you have these loading screens everywhere, makes the world feel disconnected i think
Has someone ever used multi user editing
DUUUUUUUUUUUUUUDE
Funny you mentioned it
I very very very very much want to try it.
what
Begged for that crap like 4 years ago or whenever the hell.
??
Have you never played halo forge?
no
That explains it >.<
So many haven't >.<
Having multiple people edit the same level at the same time is beyond entertaining.
Actually makes the process way more productive.
Now i've not tried this feature yet, been waiting to find someone to test it with.
Didn't even find out till someone mentioned it like a couple days ago.
So are you asking about the basic idea behind it?
Hopefully you forgive my hyperbole attitude.
The videos alone have me hooked >.<
Just think that that feature is one that development studios really need
I swear it is >.<
If you've ever done level design that way before with a friend you'd be hooked.
has someone ever done huge maps
Besides ark?~ hehe.
space maps
donno, development studios usually have enough levels and people to spread the workload so one person gets a level each, right?
You can make the engine do whatever you want with enough skill really.
Well...
Here's the thing...
theres usually like 10 modellers to each level designer
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.
@serene sorrel But they work on the same project with all those levels in it
Regardless, they must have a propper way of dealing with that, im pretty sure
@light coyote right, but are you talking about them editing the same level or different ones
You have to play with garry's mod or halo forge to understand why
@crystal wind i think thats a different thing than developers making levels though
i play gmod
youre talking about fun, vs making a product ๐
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
If only you guys would have touched halo forge in the day >.<
The community maps were insane
Yeah donno, i havent heard much about multiple people making the same level but maybe its the future
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.
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.
And it's done in a non conflicting manner.
@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
donno, im more a procedural guy myself, i dont like the concept of hand made levels anyhow ๐
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.
So maybe a planet is a couple 100m wide, but i dont know
Depending on what he want,s if he wants it procedural he'll have to code a lot himself.
And you scaled down everything else by 10 thousand times less or whatever
@light coyote like this
Alex goes over the process for designing an open world, sandbox-based solar system for space games using Unreal Engine's World Composition tools. Follow him ...
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.
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
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.
UE4 struggles with big worlds, But yea possibility is there
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
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...
@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
Is there any large scale space game done in UE already?
There must be something
I think star made is as well.
And that engine is not built for that stuff out of the box.
Even less so.
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
Do you guys want to see one of the coolest thing space related ive seen
even now in 2019 UE isnt designed well for procedural open world games
Give me a sec
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.
CI6510 - Shader Demonstration First half is without static mesh attraction, second half is with static mesh attraction. Static meshes do not have code attach...
From my experience, unreal gets hard trouble with any world bigger than 8x8km
Ok, is this wayyyyyy coooool
@viral fractal well thats the largest size the landscape supports right now too right? ๐
Or is it just me xDDD
at default scale i believe so
Woah dude my eyes.
besides the world composition feature which puts everything around origin
Dont know
still cant properly run time generate a landscape with UE
i believe its technically possible now with some hacks but its very ugly
There are very few engines Out There that are capable of that
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
Maybe next Gen consoles will be a Lot faster, that would help
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
Kinda
Epic just hasnt done any game which has required it , so it gets put on the back burner
Procedural fortnite 
WHEN
theyve made a lot of money with it they can surely do that in the next month, fingers crossed ๐
Fortnite seems to be the only game epic is interested in
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
Well their poor devs crunch hard each month anyways
on more static methods yeah, to make mobile phones and consoles look good
Static lighting is some dinosaur shit
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
Yes the dynamic lighting in UE sucks
but its possible this will improve in the next year with raytracing and all that, lets hope
I dont think so
yeah look, we are talking about hope here, UE has barely changed on the dynamic front in the last 2 years that ive seen
Epic seems to only adapt nvidias raytracing Shit, wich performs ass and is expensive
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
There's interesting tech coming in play software wise as well...
Voxels are advancing a lot
Epic pretty much cares about console level hardware about 90%, the PC master race about 1%
Well that's where the market kinda is to be fair.
well exactly
It's difficult to support that stuff but it's needed.
honestly though.
My pc is worse than any modern console.
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
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 >.<
The engine we are using in the Studio does not even have any static lighting, and runs even on android
we just have to hope Epic gets its shit together with dynamic stuff within the next year or it'll be left behind
What exactly is wrong with it?
I'm not sure.
The stationary light kinda excited me >.<
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#
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.
Naaaa does c# REALLY let you do c style structs?
Where you can have an array of objects NOT an array of pointers to them?
ECS is really powerful
ECS isnt default yet though
But it's advantage is linear access, keeping stuff in the cache line, avoiding indirection.
they should have already been doing ECS since 8 years anyhow, but they stagnated for no obvious reason
same with UE
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.
all these games have "hacks" to work around the very obvious limitations in the UE and Unity engines
Just dont Use those 
Well yes the engines are meant for fast prototyping nothing more.
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
Oh, finally, other engines have that since 2005ish
I read about it, it's supposed to be a lot better about being multithreaded, intel has done research on this >.>
@viral fractal well yeah, but its UE and Unity, they are "main stream" engines bro
Unity was stuck in flipping Physx though and the last time i tried it... it was shit.
Dont know If the engine we use counts as Main Stream too
Cryengine?
Modified CryEngine 5.6
thats the only good commercial engine which has GI done right
Yep
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.
which should just be a standard feature by 2019 but we have to keep praying
These are general purpose tools.
@crystal wind what does Chaos use?
Good for prototyping not optimizing unless you hack them apart.
Unreal needs to get rid of all the bloat that makes it slooow at everything
it sounds to me like chaos is built fairly modern, i have hope its decent
I'm actually not sure how they do broad phase, i think bullet actually gives you options. UE just defaults to octree.
lol bullet, i mean yeah, dont use the best open source physics engine example bro it makes the commercial stuff look bad
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.
i thought it was PhysX but i donno i didnt look deep into it
Oof you may be right
I hate Nvidia
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
Correct physics is merged with tickrate.
Which is your fps.
You can emulate some speration
Sounds like 2005
So that bad lag won't hurt your physics as much.
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
@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
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 >.<
the I7 920
Hello Ryzen 3000
They are adding more hardware, but they really can't shrink the die any further.
It just can't happen.
they are shrinking them further, i think you mean single core performance isnt changing much, which it isnt
As far as the transistors goes yeah those aren't getting better.
The Nvidia raytracing implementation is also Shit
why
Raytracing is naturally expensive though to be fair.
Performs so bad
raytracing is expensive though
CryEngine Team made their own Hardware and Software Independent raytracing implementation, it Outperforms Nvidia by far
1st gen raytracing hardware is going to do a shit job at it, probably need 3rd/4th gen until we see it working well
but you dont push hardware without doing a first generation of something
even if its not very useable
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.
My Game already uses Entirely real time GI and real time raytraced reflections ion a 600kmยฒ map
Runs fine on amd vega 56
You should look at some voxel tech, that's gonna blow everything else out of the water, already does with static lighting.
Its SVOGI
Mechanically speaking it's already way more fun.
Voxel based
Your probably right.
I'm still trying to figure out how the hell THIS exists...
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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.
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
Generally it's a slow process yeah.
@crystal wind nice video, looks very nice
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!
its one guy just doing dynamic stuff with voxels ?
and we have these AAA engines with 2005 features ๐
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.
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
And sadly those are the hardest >.< I think factorio was done in pure c by the way.
Might be wrong
@urban canopy just get into it, you learn by doing
@serene sorrel into what?
factorio is c++ i believe, but they did their own engine from allegro initially, i think its custom now
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.
@urban canopy just do some tutorials, you have to learn how UE does things regardless of your prior experience (even if none)
@urban canopy why would you think you should be able to?
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.
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
oh
Even written ones are fine.
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
If your a beginner to programming expect to take a long time with this. So scale down your expectations, but have fun.
High expectations is what gets newbies through the hardness ๐
Honestly you might be right.
I'm grumpy and old ๐
Have spent so many damn years doing this crap
Prototyped so damn much, none of it got the public's attention.
how long you learned with this UE?
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
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.
@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
ill try to learn from youtube
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
I had a ps1 since it was a thing as a child though >.>
But...
Yeah it's different.
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
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
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.
the occulus quest isnt exactly some beast powerhouse VR hardware, optimizations have to be made
@serene sorrel The texture resolution is terrible even though its a tilable texture. The ceiling and the carpet are pretty low res
That's low rez?
That's 512 or 1024 right?
looks like lower texture res being used on the ceiling yeah
should be 1024 i think. Yea sure as hell, its terrible ๐
My eyes are really bad >.<
yes that looks very low quality versions of what you have in the other scene
highly mipmapped
Ohh the baked shadows?
not sure what those other spotches are in the middle though
the normal map being mipmapped to hell too?
what is mippmapped ๐
where a lower resolution texture is used in place of the original
Sounds like it's for LOD stuff.
alright, the floor and the ceiling are like the most visible parts regarding to texture resolutions
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
Fixing those two would be the most important
does it use a normal map the ceiling?
Yes it does
Androids have very limited resources... 1024 even seems high to me...
try disabling that, see if the spotches disappear
thats the worst effect i can see in the lower resolution version, those weird dark spots
Koi, do you thikn if i use 512 instead it could look better in export?
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.
Dude i can't afford a phone ๐
A short clip of a realistic interior scene running on the all new, fully portable Oculus Quest, now you can take your virtual showroom anywhere! We love the ...
Holy crap wow.
thats iphone 1 type stuff ๐
@midnight sparrow you are that is all static stuff right? I assume your scene is too
My scene is all static and takes like 2ms/frame on my vega64 and ryzen 7
But still a pretty high fps
Still not bad.
and spotches are just becouse of the low res i think
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
I have oculus quest.
I would like to know i wasnt able to google much
looks like your 1024 texture is being sampled at 128pixels roughly speaking
Well and do you know someone experienced with android? Deadline is behind the doors and i didnt take this to concideration ๐
CPP "might" have something if not but not sure...
I just know that there's some folks there with some intimate engine knowledge.
cpp is a person?
Alright i will try it in other channels thank, thanks
But they seem well versed in engine knowledge if all the other channels fail.
@midnight sparrow how are you taking the android screenshot
sharing to phone through oculus app
have you tried another phone/device
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
This is how the packaging looks
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
yea came in to my mind, i will try it with all textures to 512 first
yah try it and see what happens, good luxck
and what about that darkness?
adjust the skylight intensity as an easy fix
I think its not using post procces volume thinking of it
i lowered the exposure
O . O Oh my god it does use PhysX in the source...
yeah i disable those features even on PC because they are awful
auto exposure looks like shit
im not using autoexposure i just lowered it to make it bright
you turn the camera 10 degrees and the scene is 50% brighter, makes you wonder what is happening
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.
it looks embarrassing on my pc, i turned it off things looked normal
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.
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
Hmm interesting I might try that setting.
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
@midnight sparrow yes UE has no Global illumination so we are stuck with such things
It has, just not realtime ๐
lol
so i have everything static
also i can probably say goodbye to a frosted glass on android ๐ :{{
quest is completaly different thing
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
Its like a console. Standalone wireless. just for a simple people that want to play beatsaber
and pretty cheap
yeah
i bet you spent more on your phone than quest costs
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
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
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.
well thats stuff thats not related to the screens or hardware pushing the frames, something that should be in every VR thing ๐
good controls, high resolution displays, high frame rate
Oculus quest isnt ofc meant for high end games, but just for arcade games like beatsaber or some stylized shit
i mean beatsaber is like some 1990s type game bro
Yea doesnt matter, it just feels great to be a ninja ๐
when people think "VR" in 2019 they dont think 1983 tron graphics
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.
@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
I doubt that ๐
how do i do this
Alex goes over the process for designing an open world, sandbox-based solar system for space games using Unreal Engine's World Composition tools. Follow him ...
theres no VR headset with CRT display bro ๐
click the link dierectly u will be in a sec
What is crt?
nvm ๐
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?
By analog tv i mean the super low res box tv's from the 90s
I actually have one >.<
Ohh make sense thanks.
@toxic hatch make sure you disable as much static stuff as possible
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.
what do you mean by static stuff? like static lights?
make your lights movable, disable static lighting, etc, otherwise why would the raytracing kick in
skylight -> movable
Okay that makes sense
who has stationary geometry in 2019 bro ๐
No stationary lights work with moveable objects.
They work better than dynamic lights.
Or according to my last test.
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.
stationary lights is static geometry
They use some kind of optimization to take advantage of the light never moving, i'm not sure what.
the lights dont move, hence they are static
But they can still cast dynamic shadows
Koi is right i think. the light cant move but it doesnt bake shadows for movable objects
^
so it works dynamicly only where needed
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.
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
Static light baking is so damn expensive for the dev, but it's so optimized.
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
I'm running on a quad form 8 years ago that's worth basically shit ๐
I know it sucks.
Dude I can't even see 4k rez >.<
well no
@midnight sparrow yes when the light isnt set to dynamic , it bakes shadows and lighting into the level
mine looses quality
in editor or in export?
editor
you can have static lights, that affect static geometry and dynamic geometry, it doesnt change what i said though
like the earth
thats probably due to scalability
Stationary lights aren't static nor dynamic lights. It's like a mix of both with extra features.
hang on
only a static scene has static lights, which is my point
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
eath is low res
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.
yes
Maybe.
earth in blender looks really bad
@crystal wind hmm? UE is optimized to look very good with static geometry and known levels, not dynamic stuff
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.
you need a better texture ๐
Might be a potential optimization...
Out now in Early Access! 2034 - The International Space Station has been deorbited, and space programs around the world have faltered. Against all odds, an A...
@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
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
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.
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
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.
you only have static lights in UE though if you have static level geometry, or?
No not exactly.
you can have all 3
why would you place static lights in a dynamic scene
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
that means the geometry is static tho
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?
yee and no
no?
It doesn't have to be static.
there is static geometry with plants water people
physics objects
the rest is ofc static
right, i mean, theres some aspect of the geometry is static, like the landscape
bc static objects are much more performant
yee
landscape is static
well mostly
XD
landscape is special
yeah exactly, so im talking about a dynamic scene (including landscape) vs something known
you dont have static lights in dynamic geom
where its partly dynamic and party static
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
minecraft graphics are dope
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
there are alot of tricks
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
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.
its stored yes
but any tiny update can break it.
so anything that moves
grass
the player...
"Lightmap" is doom 1993 technology ๐
they do alot of trouble
static baking
quake then?
Actually i guess that is kinda a lightmap >.>
and the issue why they often look fragile is due to its resolution
i thought doom used it but either way quake does
ps1 games generally did. Ps2 especially.
I was thinking the first two. Each sector your able to set a brightness by hand.
we cant do that todays, bc we can do better
For a lot of games you still mix dynamic and static objects, even if your spawning said static objects at runtime.
@crystal wind yes with the baked light maps you can then adjust run time objects
yee it works pretty great if you have the baking skills
i myself cant use baked lights for anything tho.
i find them limiting
@static viper because its 2019 bro ๐
static stuff is 2005
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.
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.
Lol
I've always wanted to port to a dvd player ๐
in a few years
Which fun fact, you can make games for.
any dvd player prolly has ryzen chip
then you can play modern games on the tiny screen...
bc we can
static lighting is old shit, we need to get rid of it
well
Na it's still got uses.
when was minecraft released
it still has uses sure, for these "on rails" games that dont change but come on
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
everything it uses is dynamic
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.
which is of course, the future
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
I'm willing to bet there's going to be uses for it anyway.
Probably a biased opinion though
there always will be, because people will make static games forever to come due to "Story telling" or something
when rtx is at the level we need it to be
baking will also be possible at runtime
meaning they are obsolete
but its more likely in the future these "static stories" will be sit in a dynamic world, regardless
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
There is also animations and such that take forever to render. Not sure how they work entirely.
you are not hands on from my opinion
Hmm may I ask an example?
we used to have vertex animation in old days
still do
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
ue4 isnt cutting edge tech though bro
blendshapes
its mainstream tech
