#ue4-general
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@fierce forge Yup, now free up to first $1mil revenue
please don't ping me directly for server requests, that is what #server-feedback is for
now you need to get 1 million dollars for paying royalties ?
it is not a good time to ask questions rn lmao
@wary ferry early 2021
early 2021
For alpha testing
full release late 2021
@fierce forge yup, retroactive to Jan 1st 2020
@wary ferry my project scope just changed massivelu
oh god i am so fucking emotional, have to do LOD and optimiziation for the next year and then it just goes away 😉
F thst
from jan 1st 2020 is 1milion ? @sweet relic
That
I hope it allows for sandbox games
it does
yep
@fierce forge correct
Yes
you mean voxel games @wary ferry ?
i mean even if it would be just conan exiles for example
terrain manipulation you mean?
@fierce forge so if you make a game today and put it on epic game store and it never earns $1,000,000 you NEVER have to pay anything
yes, that too 😄
also on steam right ? @hollow ore
but mainly, sandbox games have many issues with polycount
and without that restriction
we will enter a new era
Yes but steam will still charge you
id doubt they will implement a voxel system from the beginning on
More tech info will be coming later this week on Nanite, Lumen, how this demo was made. #ue5. Stay tuned.
347
@fierce forge 👍
Now they just need to announce C# support, and Unity is going out of business
More details will come this week
they would have announced that
More tech info will be coming later this week on Nanite, Lumen, how this demo was made. #ue5. Stay tuned.
347
even without voxels - just being able to place down hundrets of walls
r.i.p 100 dollars 😦
millions of walls
trump tycoon
HOW CAN YOU SHOW US THIS AND THEN LET US WAIT A YEAR
Lol
Ikr?!?!?!
Better than what Void Interactive did with Ready or Not
Does UE5 rid off NV ray tracing?
No need for it
😂
Well, actually, I wonder how they're handling things like reflections
do you think there will be a marketplace sale?
i would have expected one before the announcement because now that ue5 is coming people will buy less
at least for a while
Hope they don't revert this technology like they did with UE4
?
The video said "Nanite achieves detail down to the pixel." So they are capping the renderer to only render triangles the size of pixels @plush yew @mint raptor so i doubt its actually doing a lossless compression anyhow.
Unless you're running at 40k screen res, i dont see how it could be lossless
why....are...people....doing....that...with...ue4. UE4 is still valid, UE4 is not going anywhere, using UE4 now will prepare you for UE5. Assets bought on the Marketplace for UE4 should work fine in UE5.
The original UE4 reveal showed voxel and fully dynamic light based, but then they realized next gen consoles were too shit, so they reverted to baked lighting, which is the UE4 we received.
yeah but they will be worthless in terms of quality mathew
yes, assets. but there are also other things on the marketplace
just saw the video and all i can think of 'when are we getting an mmo with that tech'
Next gen consoles are shit?
Well, not every game is necessarily gonna go for a 3TB install size off the bat..
i mean i work currently on packs and i think ... meh maybe i dont sell them now and just make the high polys for later on
@wary ferry There will be plenty of people not looking to go for realistic
buying assets now do not invalidate them. You are not suddently going to make a 10GB game for an ios phone
definitly - stylized will always have a place 😄
8k textures not does not make them shit in the future
@woeful bobcat PS4 and XBOne
true!
Well, the new are pretty shit too, relatively
i always forget that there are non desktop games 😄
It's not even out, and first gameplay reveal is 30fps
@grim ore Substance painter needs to get on that!, Shitting textures for the win
i'd love to make non realistic game but with realtime GI...thing Epic promised years ago
i am pretty sure in that res you can use vertex colors xD
Starting a project now to learn Unreal Engine (not 4, not 5, just learning Unreal Engine) by using UE4 and transitioning to 5 is smart
At least they're going with the same free for everyone license as UE4. Just better.
thats true mathew 😄
but man its so hard to wait now 😄
I hope they offer a good way to transition from 4 to 5
They said UE5 will take the high def assets and scale them down for mobile etc, though
that's the plan according to what they have said
project? yes
Doesn't UE4 already have an automated LOD system? How is that different in UE5? 🤔
Do you think that nanite will remove the need for world composition?
there is no way this will be free
this should be free
its literally the holy grail of game engines
Any idea of entry level pc specs ue5 amd
Oh I see
Well, considering they're porting Fortnite to UE5, and forward compatibility was a big focus, so porting should be straight forward
any idea why my third person characters dont hold the gun right an dont do the reload animation.. but the 1st person view it does...
what specs do you have @plush yew
@kindred crag There's no LOD system in UE5 at all. Not in the LOD kind of sense. Basically, the engine now creates billions of LODs on the fly (that is, it doesn't at all)
@rigid belfry I don't believe they will charge for it
entry level specs should be comparable to ps5
Do you think that nanite will remove the need for world composition? @grim ore
consoles will release more exclusive games.
Not good enough i5 med rang with a 950gtx but I been waiting before I upgrade
@wary ferry I would assume no as you still have the entire "floating point" issue with large worlds that has to be accounted for some how
"This isn't noise. These are the triangles, each a different color. Most so small they look like noise, Nanite achieves detail down to the pixel."
Wait wait isnt that just a fancy way to say it's noise?
They probably have some kind of optimization technique for storing large quality stuff
ugh.
@plush yew my guess is replication, which one is server?
@gentle solstice Thats reallly fucking insane holy shit
wait whats this nanite thing im hearing
@plush yew youll at least need a 1060 id guess, but id go with somewhat better
I'm not against Unity, I think it has it's uses, but there is definitely an uprising occurring there today 👀
@plush yew first person and third person are using different animations?
You'll never see pop-in ever again
So vr entry should cover me
In UE5 games anyway
yes they are
whats nanite? 
UE5 is gonna be amazing for VR
i wouldnt be too sure
UE5 WHEN??? xD
lol aight
Early 2021
not soon enough!
doesnt matter which character i use they all dont
NOT SOON ENOUGH (ok i have to dip out bye)
all of this virtual meshing and no loading and such is great but uh.... you guys know this is on consoles with the new HDD technology, not on your slow sata drives
but if i was at your position id look into buying a new pc straight away, i dont know if you will be able to keep many parts
PC's are not magically going to get faster loading, the consoles designed their drives like that
Mathew has a point 😄
is there any info about programming stuff?
Who doesn't have SSD?
in ue5?
PC master race
youll need at least a better cpu and gpu
NvME ftw
1stpersonarms is using 1stpersonanimation but the third is using reloadanimation. what the instructor said to do
LOL omg SSD are DED. allllllll that reaaaaaaddddding rainbow is gonna be a RIP SSD
an SSD is not a FAST SSD, nvme and sata are not the same
you should also have 16gb ram
The PS5 specs don't even beat my 4 year old PC
even then you have differing nvme specs
I know about UE "licensing Model" for released games, but what about Film /VFX?
Are there also royalties to pay for vfx Studios?
@wooden sierra It's the same for movies
Things in "Developers" folder doesn't carry over to release builds right? So technically I can do all my stuff in Developers folder like maps etc as a test environment and then put them in the Content folder like normal later when "finished"?
this is really messing with me lol
the new console drives are not even close to most peoples drives in their home machines, they have decicated chips just for managing them for example
@plush yew Lossless might be a matter of perspective? Information is lost as a matter of distance. Like trying to see the atoms of my desk from this far is impossible but the information isn't lost, it is still lossless no? Maybe just semantics...
Imagine gaming news in a couple of years. "Red Dead Redemption 3 file size has been revealed. 722 TB"
Nothing. It's just SSD
@plush yew Lossless might be a matter of perspective? Information is lost as a matter of distance. Like trying to see the atoms of my desk from this far is impossible but the information isn't lost, it is still lossless no? Maybe just semantics...
@mint raptor But if the object has lots of detail in a single pixel all is lost to a single triangle. Thats what i was trying to say.
Probably good to lose all the data in the pixel because hey its the size of a pixel, but it might be something to look for
when was UE3 released ?
PS5 using an NVME?
dedicated hardware for file io and compression
They're claiming the PS5 SSD is "up to" 5GB/s
Loading screens for classic games that is lol
now with Nanite
Loading screens are 10x longer
Well, if the PS5's SSD is the secret to this demo, they should probably have mentioned that UE5 is PS5 exclusive
@plush yew 5GBs of data in a single second. That's 2GBs in 0.27 second
Math?
this tech is not exclusive to the ps5, the series x will have it as well
If the technology that basically sells UE5 requires that kind of data transfer, that's false advertising.
ps5 wont be cheap i guess
and it helps, its not required just saying dont expect the same results on your home machine
Series X does not have remotely the same capabilities as the PS5
Supposedly this will all work on current hardware
afaik Intel Optane is the fastest SSD now
@half panther I think it will be around $445 range...They make money through online etc. So it wont be crazy
Well, Epic confirms the PS5 is what makes it possible, but that it will run run in real time on all next gen systems 🤔
Sounds kinda contradicting
there's no equivalent to what the PS5 is using in the PC space yet either
Series X will run better, but PS5 has a wayyy better SSD
Also Nanite should just be an algorithm that runs off a loaded texture no need to Load in more textures for nanite to work. Sorry model not texture...
thta demo is not even 60fps
the demo is 1080-1440p and 30fps
Naa Optane is pants
[The PS5] puts a vast amount of flash memory very, very close to the processor,” says Sweeney. “So much that it really fundamentally changes the trade-offs that games can make and stream in. And that’s absolutely critical to this kind of demo,” Sweeney explained.
raw power isnt always an answer, its like saying my CPU is a billion GHZ so It should be able to decode video as well as my gpu
dedicated hardware is a thing
@grim ore what is the floating point issue?
“This is not just a whole lot of polygons and memory. It’s also a lot of polygons being loaded every frame as you walk around through the environment and this sort of detail you don’t see in the world would absolutely not be possible at any scale without these breakthroughs that Sony’s made.”
but RAW power of GPU is proportional to speed triangles are rasterized
When we getting PS5 level SSD's lmfao...
@plush yew floating point numbers have limits for being accurate, its why world comp exists. You cant just be a hundred billion billion units away from center and have your physics and data be accurate right now.
So basically, UE5 is PS5 exclusive. Considering "not possible without Sony's tech", and we all know Sony's stance on exclusivity

thats also saying stuff like UE4 is PC exclusive just because you can do RT on a PC but not on consoles with UE4. different platforms will have different experiences
Shouldn't it still work for other things lol
UE5 will also be free though right?
UE5 does support other platforms; it's the extent of that demo other platforms will struggle with
@plush yew Hence "contradicting"
Well, if other platforms will struggle with what they showcased, then they shouldn't have pitched that as the high point of UE5
I mean, Q3/4 this year PS5 and Xbox Series X will already be outdated...I doubt it's PS5 exclusive or runs better on PS5
well they demod the star wars RTX demo on UE4 so might as well bitch about that not being possible on xbox one
Lets say its meant to run on a SSD , with an 8 core cpu with 16 gigs of ram and like an rtx 2080? you are probably looking at somewhere at 500 to 600 GB Bandwidth of data bottlenecked by the SSD, so real talk we are hardware limited at this point i think.
PCs will catch up given a little time, it's just the XBox that's the limiting factor
so much salt, after a teaser trailler 😄
there are already games out there with different experience on UE4 on consoles and PC. the new star wars jedi game had loading issues on base xbox one
@kindred crag Unreal Engine royalties waived on first $1 million in game revenue
it is, all contained in the Epic FAQ
@thick herald I haven't noticed any salt, everyone is pretty hyped
it's a quote from ue5 blog post
ooo I dont get humor apparently. must be a sociopath or something
I'm wondering is there heavy math behind this NANITE stuff
oh no, it's basic algebra
Im kinda salty
nah the entire engine uses magic and unicorn farts
its just basic addition and substraction
@plush yew hyped, but skeptic
^ It is just addition and subtraction, everything in math unrolls into either.
PhD -> Doctor of Philosophy?
they just substract 80% from whatever the polygon count is and boom
I thought everyone knew nanites aren't very heavy
You know, despite the awesome UE5 stuff, I consider the Epic Online Service to be a much bigger announcment
@summer turret Well, technically computers can only add. Subtraction, multiplication and division is all done using addition
it's available, that's pretty new about it
Actually the royalty threshold is by far the biggest
Epic cant fix launcher for a god's sake...how they can release a proper EOS?
Then can fix, they choose not too
who cares about a launcher
anyone with a lot of assets
@gentle solstice Get outta here with your science and facts.
Real talk twos complement is really interesting if you do not know about it
5gb/s ?
Yeah I don't understand either, like this for example has been around for months:
It bothers me lol
that's base trasnfer of Nvme on pcie 4.0
@plush yew What? 2s complement is really interesting if you do know about it
@gentle solstice True true
DirectStorage is coming along with xbox
Just starting out with unreal. I have 5 years experience with unity & c#. Should I start with a blueprints project or go straight to c++?
Wow @plush yew :/
The fastest SSDs today are ~7GB/s
So they're leaving UE4 behind with all it's bugs, let's hope UE5 will have a better start
@bold perch learn both eventually if you want, start with learning the editor and Blueprints to understand how the engine works
@gentle solstice which ones?
@thick herald The fastest 
So they're leaving UE4 behind with all it's bugs, let's hope UE5 will have a better start
@lament star No no, we get to keep all the bugs and all the new ones
UE4 isn't exactly being left behind, because UE5 isn't a rework
:( No ECS in sight then
I'm trying to figure out what EOS has in common with Steamworks SDk
@tulip pine why's that?
@thick herald optane 2 is PCIE 4.0
I think they're taking pieces of UE4 like Niagra and Chaos and adding new stuff on top of that
@tulip pine there might be an ECS
@thick herald https://www.tomshardware.com/news/intel-has-pcie-40-optane-ssds-ready-but-nothing-to-plug-them-in-to
so what, we can interface with steam thru eos?
I don't see why they wouldn't add ECS
@grim ore thanks for the advice!
there were a few github related leaks to a project called "Valkyrie" that references an "Entity Component" that replaces "old actor components"
@snow crown no way
Is the PS5 seriously using a SSD better than anything on the PC market rn?
Oh wow
so an ECS might be incoming
That'd be gold
im so pro ECS
@modern socket If you are to believe the stats, yea
5GB/s
Now, if they announce they've been working on C# support for UE5, I'd get harder than Chinese algebra.
Welp. time to wait for better SSD's to drop
I just hope UE5 has a better UI and they actually bug test the thing
most of the bugs are caught by the comunity tho
u honestly cant expect them to drop a bugless engine lol 😄
@urban gyro that's true for just about every large software project
yes, I but the "community" is not getting paid for bug testing so...
you could say the same about Linux lol
u got preview 1-2-3-etc
Wait people actually disliked UE4's UI?
@lament star they are not charging you to test it either..
@kindred crag it has its issues
yeah, it should be a blinding white tint
Does anybody know if Nanite is based on mesh shaders? I see no other way but that'd restrict the target devices a lot
@feral mirage what? If you use the engine and stumble upon bugs it's not testing
Cryengine ui is good i think they do something like that
the node graph editor, the pins are too small
Okay that I agree
@tulip pine it must be
I mean I assume literally no-one outside the core team has technical knowledge at this point but worth a shot
@lament star My point is a engine as complex as these will never be bugfree just won't happen. You don't have to pay for the engine and they are active on fixing bugs with each release. Not sure how you want more.
plus its open source, so u can fix it urself 😛
I dream of the day when I can reliably assume all players to have hardware that supports mesh shaders
@tulip pine I suspect it's not, but rather a cpu or gpu algorithm that progressively compresses and uncompresses the original model to fit triangles to pixel or larger size.
@feral mirage You can pay people to test your software and report bugs before releasing it
a CPU algorithm sounds awfully slow
@tulip pine Not really
doubtful of even a GPU one without mesh shaders
did you guys also hear about Unreal Engine 5?
So basically UE5 is basically UE4.5?
basically
@modern socket looks like it
unless there really is ECS coming
They mentioned the demo scene has hundreds of billions of triangles, there's no way a CPU is going to crunch over that in real-time without sacrificing an enormous amount of resources
@plush yew it's 5% after a million which 99% of indies never reach now.
yes, I but the "community" is not getting paid for bug testing so...
@lament star seriously? we got indie-to-AAA engine, no subscription or royalty until making first million dollar on game and publicly accessible source code...
and people still use phrase "we're not getting paid for bug testing"?
My point is just this is a very complex engine which get's more complex with each update and which brings in more potential bugs just will never catch them all.
what's wrong with humanity? 😛
They mentioned the demo scene has hundreds of billions of triangles, there's no way a CPU is going to crunch over that in real-time without sacrificing an enormous amount of resources
@tulip pine You highly underestimate programmers. No one thought neural networks would ever be computationally effective and stored on a shelf for years.
something similar could have happened with progressive geometric compression
@brave gate you'd know
My question about UE5 is regarding that polycount stuff. Do you think what they were saying about allowing absurdly high polycount and straight from model software stuff was exaggeration? Because if not, some crazy stuff becomes possible
I'm a programmer too 🤔 My hardware is largely outdated yes but I don't see that happening
@tulip pine Well, you never know what they can do with algorithms. This ran at 20 fps purely on CPU 10 years ago https://youtu.be/00gAbgBu8R4?t=153
[HD version of the other video]
Hi everyone. We've been working very hard and we hope you like what we've made. This is just our 1 year report, after which we will probably go quiet again while we finish our work. This demo only shows what was ready at the time, we have a lot...
ah yeah seen that before
Euclideon tho
but Euclideon was never released?
it was afaik, it just ended up being a local hologram thing
wow, sad
i think they used OMNI for controls and their holo-tech out of it
@plush yew Wrong. 1950s
Don't knock it, it is impressive but only if your scene is repetitive, like a forest with trees and rocks, or is tile-able like minecraft.
other than that it sucked for animation. it needed to be a hybrid system and they refused and animation support was lacking
@plush yew True, but only until recently they have had a resurgence because of accessable hardware
One of the programmers for Epic, Brian Karis, has a blog about it from 2009. It kinda goes into detail though in 11 years much has evolved. https://graphicrants.blogspot.com/search?updated-max=2009-02-25T18:24:00-06:00&max-results=10
Graphical, textual ramblings of a coder.
Biggest take away I think is this part
I do like this format better than subd meshes with displacement maps but it's still not ideal. Tiny triangles start to lose the benefits of rasterization. There will be overdraw and triangles missing the center of pixels. More important I think is that it doesn't handle all geometry well, so it doesn't give the advantage of telling your artists they can make any model and place it however they want and it will have no impact on the performance of the game. Once they start making trees or fences you might as well go back to how they used to work because this scheme will run even slower than the old way. The same can be said for subd meshes btw.
I whish they showed more of the water simulation in the tech demo, they quickly panned the camera over it
to be honest that simulation didn't look that mindblowing
Was pretty shit
yea the fluid simulation needs alot of work
just a puddle, if it was a river
yeah, it looked like regular render target stuff
that's why I wanted to figure what's new with that
Also, I don't think it was fluid simulation. To me, fluid simulation implies they'd be able to turn the canyon on its side and it would run "up" the walls
looked like Marvel Masters water
they might be trying to replicate FleX
@dry moon i have to agree that triangle of size of the pixel is bad in terms of quad overdraw
@plush yew Pretty sure that "efficency" was like 6 fps
Maybe they solved some issues in those years, who knows
but we can kinda get an idea that it won't be a solution for everything, especially foliage
Fluid simulation is one thing I am looking forward to being better in games, even though it s a small feature for most games it would be some awesome touches for like if it's raining etc.. but we are headed that way one day
small feature? blood is a fluid you know
water is probably the one from niagara that Ryan Brucks showed
https://www.youtube.com/watch?v=WTABH-f8rbE
Testing upcoming UE4.25 Niagara features.
This combines this fluidsim level below with niagara particles:
World'/Landmass/Landscape/Maps/Landmass_Erosion_ShallowWater.Landmass_Erosion_ShallowWater'
Rendering is using an experimental raymarch shader with refraction supporting...
@urban gyro fair enough didn't think about that
may be wrong
gases are fluids too
that too
quick question: if i switch unreal version of a project, is it normal for it to get stuck at "initializing" 39 or 45%? i've read online that it has somthing to do with recalculating shaders? there are some "ShaderCompilerWorker" running...
yes
@analog magnet Yes. Recompiling shaders can take like an hour
so i should just wait?
yup
okay, thank you guys
@dry moon nice, i read a bit and seen he's read Progressive Buffers and from him "Progressive Buffers is one of my favorite papers. It's one that I keep coming back to time and time again."
Which is really cool, because that paper is not the same paper i thought the tech to be, but its the same idea, but where it's view dependent. which obviously makes sense for a game engine.
I think if they didn’t focus on it, it’s not going to be that impressive. I think the polycount stuff is the real game changer IF true. You could simplify workflow hugely if that stuff holds up and you can take a scanned model or complex creation and just put it right in
thats the idea isnt it
ah, just finished this moment...
i mean they dumped quixel assets from film
so i suspect thats the intended use
scan plug n play
@eager coyote I don't think they'd lie like that
Does it apply to non-static geometry like the player, though? Or does the player need to be "low poly"? 🤔
Yeah and I would assume since they have more control over polygons, they might be able to cull polygons as well kinda like Call of Duty does?
but that's just a wild assumption
Not lie, but exaggerate effectiveness. Like yeah in motion is the big question
chaos sims are dynamic objects right?
wdym?
I hope with UE5 you dont have to manually texture everything once you import a model, even Unity has a better system in place
No i think they probably can cull polys, we might even have settings we can mess with to change the power or whatever
Well, no doubt it works for moving objects. I meant more like skinnable meshes. Like bone animation
i mean if the chaos objects in the demo are dynamic, then this massive polycount will be fine for non static meshes, including chars. at least logically.
@gentle solstice In the Progressive Buffer paper i linked above in the summary it says this
"Deformable models. Although we have not implemented
progressive buffers for deformable models, our approach can
be adapted to such a setting."
it would be pretty lame if only for static
@urban gyro Well, not necessarily. The engine needs to move all the polygons of skinnable meshes, so that'd be the work, not the rendering itself
i mean i don't understand why it wouldn't work for skinned meshes
Chaos? @urban gyro
objects driven by the physics
This was unreal back in the 90's
hahaha 😄
dont make fun, that was mindblowing
Dude i had a subscription to next generation
"Yes, this is an actual PC game screenshot". Hey, that still works today. But now it conveys the opposite, 😂
these are all available today
yeah, im downloading the sample atm
It took a team of a couple dozen people to make that tech demo in about 6 months
Didn't read much about the online service thing. Does this mean we can make games for free and have free master servers?
dunno bout servers but friends achievs matchmaking etc
we still have to do servers ourselves
but it gives us achievements, p2p stuff and friends and all that you would expect from steam and other platforms
but its universal
im rly curious if can integrate with steam without steamworks
I meant master servers. IE server list
not sure myself
Sounds weird if they provide match making but not master servers 🤔
If its doing matchmaking and friends id imagine we can get master servers
for free for use with all engines, all stores, and all account services.
So, can we use it with Steam?
u asking about getting a list or hosting a server
@next badger thats what it says on the tin, even steam logo there
Whats an ecs
Entity Component System
composition stuff
it probably is a master server, where it hosts a published game's on epics game store to be honest, and if thats the case im all for it, we need more than just steam. competition drives innovation
sometimes inheritance is a pain
inheritance can be downright counterproductive
well, so can composition 😄
got to it first lol.
knowing when to use the right tool is the best advice,
dont use a butter knife to cut wood,
Would love to be able to put my game on both and have them interconnected
from what I can see in the docs, thats what u get
Ok thats a bit unreal
UE5 is trending on twitter
you can 😄 it's called Composition over inheritance i think?
But the idea im thinking of is, use composition for the reusable parts and inheritance when you need to or it makes sense to
make sure not to get fanatical and make atoms when u just need a box
Is the launcher not working for anyone else...it keeps telling me I'm experiencing network issues, and then fails to open
haha imagine if epic's servers are so overloaded its like they getting ddos 😄
copy paste copy paste, bestest coding practice ever 😄
After today I am sure UE4 downloads are getting hammered
@plush yew Well, maybe you like the extra time it takes to cut wood with a butter knife
inb4 the unity crowd joins the discord
Sometimes the journey is what matters
i met a "software dev" at work once, he got fired for stealing software, but he copy pasted every stackoverflow bug answer into our code base then proceeded to copy and paste that same code base into his own github lol.
@urban gyro the unity crowd is staging an uprising right now
srsly?
They are all pretty upset.
nah
Unity is good for what it's good for but they are still charging people to use it
Yep, woulda been fine if he didn't copy the entire thing into his github, copy and paste is fine, normally, but be careful because what content you copy and paste, it can sometimes be licensed code lol
bp is ur c#
@hollow ore Unity is free for everyone. They take royalties like Unreal
UBT uses C#...no one stops you
@next badger you can not use C# to make actually game code, not with raw UE4
@plush yew That's a different issue entirely
imaginw if i had hardware that could actually run unreal at more than 10 fps
@plush yew absolutely
@wild kestrel well, i have not said you can...i've just meantioned that C# is used by ue4 to generate some c++ code...so it's possible...super hard but possible =))
The only thing Unity has over Unreal, ignoring third party stuff, is C#
I still think lots of Unity users gonna jump ship in the next few months
@next badger That's some baaad logic
C# tho
@plush yew GTFO
at ue5 the blueprint full nativization support will back again? 
C# is...um...
Wow Valve and ATi were the two behind Progressive Buffers! WOW
ue5 will have a c# wrapper for the bp wrapper, all of it will be wrapped by beef
@next badger UBT only manages build process, the ocde is generated by UnrealHeaderTool which is written in C++
Let that name sink in, ATi.
@plush yew You must have been living under a rock...
C# is absolute crap for game development. Stick to web development for that.
@wild kestrel my bad, you right...but it uses c# to generate c++
how i can resolve this problem ? when i'm in front of the sun the grass is dark and if i'm not it is not dark
i have to agree c# is an absolute nightmare to use properly, and to use it improperly is ill-advised. not suited for games at all.
ue5 might use ecs for all we know. there were a few commits about entities in the past, they also bought out the skookumscript guys, they are still working at epic
No, UHT generates the code, UBT just runs programs in specific sequence
You shouldnt use the wrong tool from the job, i thought i covered this,
dude im joking lol
@fierce forge it's totally fine...your grass in not SSS (try other shading model in grass material)
funny stuff
python and c++ is the name of the game
@urban gyro Yes please, maybe a touch of cython too ❤️
at ue5 the blueprint full nativization support will back again?
Guess no
@plush yew Java runs on virtual machine...c# is more performant in most of the cases
Blueprints run on a virtual machine 🙂
Yea C# is faster then Java
if ECS in ue5 is not a lie...BPs can work way much faster
u can nativize bp tho at deployment, messy stuff tho
Python is mainly written in C. so its an easier time. plus there are languages like cython which is python, but get compiled into c then compiled
@next badger i tried but nothing
the way most people write c# is not performant at all, because if you want performance you have to implement many many interfaces and sometimes explicitly so
both java and c# have the issue of being horrible at low effort performance, where they don't really hold a candle to js or python written in seconds
well, c# was written for usability, not performance 🙂
wouldn't want to use any of these for game runtime of course
@next badger It shows
yeah and it fails at usability imo
^
if i want to put something as a key in a dictionary on c#
well, i'll not go into that nightmare
in python its as simple as bro["imakey"] = None
You're clearly all insane here..
theres useful stuff there tho, stacks and queues are handyy sometimes
Python is no strong typed
python is great for what it does
situations where i'd feel c# or java would be candidate for the job don't exist where javascript or python wouldn't be more ideal because of their ability to stay lowly maintained really
hmm..."Unstable Discord Bot"
I legit wrote a compiler, interpreter and REPL in python for selenium and appium. i created a programming language with two friends at work in python. being used in industry. python is amazing
is the new ue5 thingy just a improved lod system?
No
explain
Oh well maybe in a sense no one knows
to be fair ur trying to use a dynamic type language to write something concrete 😄
google view-independent progressive meshing @plush yew
velcro they describe it as virtual geometry
which likely means the triangles are generated on the fly
@plush yew is windows 10 just improved windows 3.11 ?
pixel sized triangles alludes to a smarter preparation of them, than lod (imo)
@next badger Yes
@next badger sure it is
@gentle solstice then yes, UE5 just has an improved lod system
I watch the interview and i think it simply huge update with huge features, potentially replacing some systems at most, i mean lot of stuff they showed was rised from UE4
no no, explain exactly how it works and how its done
@next badger Except it's not an LOD system
You want to say this demo
oh come on, i highly doubt that
console land is not pc land
view-dependent progressive meshing
https://www.youtube.com/watch?v=UCLCkP32va8
BRUH '96
See project page http://hhoppe.com/proj/pm/
Video accompanying the technical paper:
Hugues Hoppe.
Progressive meshes.
ACM SIGGRAPH 1996 Proceedings, 99-108.
Abstract:
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often...
Well, Epic claims the demo is only possible on PS5.
shared memory could make a lot of that tech not obtainable on pc. we have no idea what kind of specs are needed here
This demo could indded be optimized for PS5
I bet @frank escarp would know a lot on the subject
there is no way you can make a demo on PC that can't run it
@plush yew but what if oyu actully pu loading screens? :p
so RAM is just for shitsngigglze then
@next badger What
WHAT IF? it was made on ps5???
I am 1000% convinced, Nanite is progressive meshing.
you can certainly target platforms you can't develop on
Most likely you'll get both Nanite and the original because of the limitations on few things. As well as size, that its kinda a developer decision what gets the nanite treatment based on the importance of the object. Or maybe this found a solution for the size who knows
hey, do you think it's possible to have a "greenish" water shading (translucency...) ?
😉
Has never happened
i don't understand why storage speed is such a problem
look into post processing
Fact that this demo may not run on PC or look worse does not mean UE5 wont run on current PC, there still lot of features they mentioned that can run on PC
liek that IK stuff
for exmaple
that IK stuff looked awesome!
@urban gyro People are fearing b/c they said billions of vertex it translates to read and write speed.
idk
@urban gyro You can't see how streaming tons and tons of GB of data in real time requires a certain speed?
built in IKs. 😄
i can see how u can cache a ton of that data in a bigass ram chip
@plush yew Epic literally says the demo is only possible on PS5 due to its custom SSD
i mean think about it though, we are getting faster and faster in SSD storage with NVMe
depends on motherboard
its not about what can we do with it today but what we can do with it 2 years from now
its custom SSD is only 565GBs
ddr4 with a fat bus will do the job, combine with ssd ur fine
It's 40gb/s
dude there's people who run their entire OS from a RAM stick
it would be super awkward if ps5 will be released and there will be average pcie4 ssd
okay so top speed is 5GB/s on the 40Gb Bus
is PCIe 4.0 still 40Gb/s
@urban gyro you can't run OS form Ramdisk w/o loading the os there first (from hdd or ssd)
But Sony has stated there'll be PS5 compatible SSDs available. Not sure that statement would make sense if the SSDs available are gonna be slower than what's in the PS5 by default. So they must either be releasing their custom SSD architecture, or expect other manufacturers to built better by the time PS5 has come out
@plush yew In the blog, he talks about compression for disk space as well.
Geometry images were first designed for compression so disk space should be a pretty easy problem. One issue though is edge pixels. Between each page the edge pixels need to be exact otherwise there will be cracks. This can be handled by losslessly compressing just the edge and using normal lossy image compression for the interiors. As the patches mip down they will be using shared data from disk so this shouldn't be an issue. It should be stored uncompressed in memory thought or the crack problem will return.
yeah i was just looking that up @urban gyro
@next badger yes u can
@urban gyro persistrent RAM? since when?
That's basically what SSD is
ever since ups and uefi
no SSD is not same as RAM
ram is much much much faster lol
Geometry images were first designed for compression so disk space should be a pretty easy problem. One issue though is edge pixels. Between each page the edge pixels need to be exact otherwise there will be cracks. This can be handled by losslessly compressing just the edge and using normal lossy image compression for the interiors. As the patches mip down they will be using shared data from disk so this shouldn't be an issue. It should be stored uncompressed in memory thought or the crack problem will return.
@dry moon That's quite interesting, i need to read that blog some more!
well, i suppose game development should be done on a workstation
I use RAM as datastorage in some of my servers. 😂 its hella fast but dont do it without batteries.
just get a ups and ur g2g
oh thats for cacheing
I run my os on ephemeral.
I found PlayStation 5 SSD speeds hit 9GB/sec with custom 12-channel controller, if true thats pretty crazy for a console
and it not half
Oof ue4 froze my pc
RAM is not persistent
@plush yew That'd be faster than the world's fastest SSD
@gentle solstice Hence the pretty crazy for a console.
@wild kestrel No shit, that's why it's copied to non-volatile memory
thats cacheing
Yeah and also the benefit in terms of shader, since vertex density will match pixel density, you can push all the pixel shader work to the vertex shader instead
@plush yew But it's not just pretty crazy for a console. It's pretty crazy in general
regardless, u can use ram to dump all that extra data that the ssd can't feed
but RAM part does not count to general SSD size
yes and thats why u cache that in ram
@gentle solstice Oh, i thought the console part made it more impactful, you know why put that in a console wtf?
not ot mention caceing is the thing since mechanical drives :p
Will ue5 be ps5/xbox only or will it be avalible for windows, ios/android, etc
how big is ur project? 100gb? then cache 80 gigz and boom
"We're talking two orders of magnitude faster, meaning very roughly 100 times faster. Which means at 5GB/sec on the SSD that the game boots in a second. There are no load screens. The game just fades down and loads a half-dozen gigabytes, and fades up again. Same for a reload. You immediately get back into the game after you do. And fast-travel becomes so fast that in a blink of an eye you're present," Cerny said.
RAM is DRAM in modern world...not NAND FLash...
@maiden swift I’m just gonna keep buggin you for that hardware channel 😜
@blissful trail "Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next-generation consoles, current-generation consoles, PC, Mac, iOS, and Android."
easier to just say ram and flash tho
I'm curious, will there be 4.26? or 4.27?
@abstract relic And I’ll keep asking you to wait patiently.
ue5 was announced today, i think it's legit reason to discuss ps5 here
Yes, and "its demoed on the ps5", so its relevant even though i doubt it
@plush yew yes, as there some incompleted stuff in UE4, liek Chaos is half way implmented
@plush yew i think i heard final ue4 version to be 4.27 (or read it somewhere)
This channel is working as intended. Carry on.
Most people: “Next gen graphics look the same as now”. Unreal engine: “Hold my Triangles.”
Haha
Hold my triangles.
😄
does anyone know if PS5 can do directx stuff?
Good comment on the UE5 video
technically, nothing will be able to hold the triangles cuz theres too many
@dry moon no, DirectX is only software, Sony or else they changes soemthing in PS5 use there on grpahical library
We are screen resolution capped girls and boys. Think about it, 4k res not being that common and we are limited by the number of triangles that can occupy a pixel so 4k screen res pixel count= tris is limit
DX is owwned my microsoft ;p
ssds get slower when they get full, ps5 will be no exception. if the size of the games start to be 200gb as standard, its going to be problematic for a lot of people
and can be only used in there systems
i have one :p
sure, but most ppl dont
Games will get sold at retail on physical 256GB NAND Flash drives
Luos has 2 4k screens afaik
for gaming it's the refresh rate that matters
Retail will be saved!
I have a single 4k, a 2k, 1080 and 2 16x9 #simracinglife
They’re still in the minority, but 4K is more affordable than ever.
yea 4k is cheap, cheper then actuall 4k TVs
4k needs to be at least 32" or higher honestly, otherwise windows dpi scaling makes it pointless
i hate 4k for one reason. Anytime there's a minimap in a game, I have to move my head to look at it
@weary basalt hmm...i remember some games were sold on usb sticks in retail
2k needs to be at least 27"
also in terms of of triangles, you the blog talks about that too. Lot of info about the way it'll be stored in memory
With virtual textures every page is the same size. This simplifies many things. The way detail is controlled is similar to a quad tree. The same size pages just cover less of the surface and there are more of them. If we mirror this with geometry images every time we wish to use this patch of geometry it will be a fixed size grid of quads. This works perfectly with instancing if the actual position data is fetched from a texture like geometry images imply. The geometry you are instancing then is grid of quads with the vertex data being only texture coordinates from 0 to 1. The per instance data is passed in with a stream and the appropriate frequency divider. This passes data such as patch world space position, patch texture position and scale, edge tessellation amount, etc.
1080p shouldn't be bigger than 24"
Whats the minimum specs for ue5 ?
Threadripper 3990x 64 core 2.9ghz
256gb ddr4 4600 ram
2x rtx titan 28gb
3 samsung 970 evo 2tb plus
8 16tb hard drives
2000watt psu
Some rando case
A heap of fans
my 120hz, 55 inch 4k tv, which is a gigantic monitor lets be honest it only cost like 550?
@maiden swift it is intended that this channel be used like this yeah? lol
@blissful trail i dont htink there will be huge requirment jump from ue4 in terms of editor
I wonder if they'll just create a fork on the ue4 repo and call it 5.0.0 😄
was about to write but saw pfist write as well :p
just because a console has almost no bottlenecks dont mean u cant run on pc
ddr6 isn't reserved
@plush yew GDDR can be used with CPUs, in fact PS4 and X1 also use GDDR
Ill probably need to update my gtx 1050 ti gpu, i5 3470 cpu, 12gb ddr3 1333 ram, 1tb slow af hard drive
og x1 uses ddr3 iirc
I just don't think RAM will be as an issue as people think it is
it isnt now and it wont be in the future
@normal burrow UE5 was demoed on a PS5. This is relevant discussion.
@plush yew they did that because in those ocnsole GPU and CPU sheres memory, so for GPU sake CPU also uses it
also in consoles all parts are designed with similar io speeds in mind
so that u have no bottlenecks
so that u can just fling data across without a problem
CPU: 8x Zen 2 Cores at 3.5GHz
GPU: 10.28 TFLOPs, 36 CUs at 2.23GHz, RDNA 2 architecture
RAM: 16GB GDDR6
Storage: Custom 825GB SSD
Expandable storage: NVMe SSD slot
Optical drive: 4K Blu-ray drive
@normal burrow i need that one for ue5 =)))
what i posted is ps5 specs
has very little relevance to what can be done with said hardware on a platform for said hardware
its kind of like talking about why oatmeal is so wholesome
Are they confirmed spec?
yes
@wild kestrel yes?
they said how much cores and clocks
that is the devkit no?
thats devkit atleast ;p
oh, snap
LOL Team Venture!
its got a coffee cubby for heating
Is that the ps5 ?
ps5 devkit
thats just...sad
i know PS devkits got switches that you can use for debuging
so oyu dont need to plug a keybourd ot it
@jbaert @BrianKaris Can't share technical details at this time, but this tech is meant to ship games not tech demos, so download sizes are also something we care very much about.
....i just realized V shape xd
its more or less a 3700x
Where’s the cup holder? 😜
V = PS5
😄
Prettier than the PS4 dev kit. But sure hope the consumer version won't look like that. That's ugly as fuck
PS5, UE5 coincidence??
yes
they also both used Vs
gpu in ps5 will be similar to RX 5800 XT?
what? UE5 is UE V?
well UE1 did started in PlayStation1 era
its navi alexey
5+5 = 10
1+0 = 3
half life 3 confirmed
its not something we are familiar with at all
no navi gpu's exist yet in consumer form afaik
@normal burrow yes, i know, but specs are really close
https://www.techpowerup.com/gpu-specs/radeon-rx-5800-xt.c3491
feature set could be entirely different s-ed
Does it come with a weight scale?
if your comparing raster perofrmance maybe
During UE5 reveal lots of our dear customers, must have googled word 'triangle'.
@normal burrow as always 🙂
looks like a grill
😄 i've always wanted a scale on my console
pc master race anyway
Microsoft® DirectX® Raytracing (DXR) adds a new level of graphics realism to video games previously only available in movies, and AMD has collaborated with Microsoft on the design of DXR 1.1, an update to DXR that can deliver better efficiency and performance in many raytracin...
thats the only rdna tech demo i've seen
can confirm such scene on a 2080ti would be unplayable
ps5 will probably be 2080 level
my guess is xbox x will be 2080s level
same diff
again, comparing stuff to pc parts is pointless
@modern socket heating wise?
the next gen consoles are most def near the rtx 2080
The PS5's GPU isn't even as powerful as my 1080 Ti
but ps5 is the better console in my opinion from what i've seen
a game made for a very specific set of hardware elevates it
rly just use ram for that if ur that stuck for speed
We want the consoles to be the best they can be anyway
I’m still floored by “no baked normal maps or manually authored LODs”.
If i cant tell the difference of a pc game and a console, then id say thats good
with that many tri's it would look WORSE
keep in mind this could be a ps5 only feature pfist
sadly ps5's gpu will probably be slower or equal to the 3060 lmao
If you have poligons of size of pixels, using normal maps makes no sense, just use world space normals insted
ram can give u 20gb/s
i wonder, if ue5 dev process will require SSD compared to one in ps5...how fast it will degrade due to constant rewrites of huge data?
im getting C++ errors from files i've never touched aa
@maiden swift that sounds like a lot of cooking to be honest.
@maiden swift im just looking at the design doc I was writing for something, and im like... that.. might not be needed... that.. might not be needed.. what.. I.. I'll work on some other stuff until I know more
there was one guy who did an io test on a samsung 850 ssd
@heady moon maybe errors not in those
Time to build a Threadripper machine.
and died after a few quadrabytes
idk if a threadripper will let you share memory any better than an old intel 😄
I'm getting an error when logging *GetOwner()->GetName();
what error?
@next badger It won't. The method, Virtual Geometry, won't be stored as a typical model would.
'*' not recognized
like the bandwidth issue of gpu having a seperate memory bus
@maiden swift don't, the new 3950x is better
@maiden swift next episode Epic will reveal that scene was 100Gb in size 🙂
so ram sizes or storage might not be a problem as thought
@fierce tulip Right? Lots of assumptions being re-evaluated.
I highly doubt they would do something so platform specific, i mean yes pcs have on average something like a 1tb samsung ssd with only 540MB read and 520 write, but something has to be possible on a pc
it won't be any worse than current virtual texturing solution ssd wear&tear wise
models are baked down to textures after all
CPU: 8x Zen 2 Cores at 3.5GHz
GPU: 10.28 TFLOPs, 36 CUs at 2.23GHz, RDNA 2 architecture
RAM: 16GB GDDR6
Storage: Custom 825GB SSD
Expandable storage: NVMe SSD slot
Optical drive: 4K Blu-ray drive
again for anyone curious
@urban gyro I’m looking at that yeah. The 16-core ~$700 model?
16gb of ram shared (CPU/GPU)
@maiden swifthttps://www.youtube.com/watch?v=stM2CPF9YAY&t=314s
and from Super::BeginPlay(); I'm getting an error saying that BeginPlay() function doesn't exist in the Super class
It’s ok. Thanks!
@maiden swift so far im not regretting the rig I got (semi-thanks to p@t's help)
wrap < > around it kensei if you don't want to show thumb
@heady moon ah if you use -> all operators used left side will be only applied to left isde of ->, you need to use prentencies like this *(GetOwner()->GetName())
@normal burrow oooooh, thanks bro 😄
hey guys when i open my unreal project it gets stuck on 39% anyone got a solve
wUe5 😉
its been the smoothest ride so far, looking at my previous 2 pcs
your semi-welcome luos 😄
I semi-love you pat
@gleaming mantle compiling shaders, just wait
@gleaming mantle maybe Shader Compile time
its my first project
but for real, buying a threadripper for reasons shown in a ps5 tech demo might be expectations unreachable
@gleaming mantle yeah, ue4 needs some shaders to be loaded (the ui etc)
true
Compiling shaders for each polygon in UE5 ;p
So who remembers speculating with me in #lounge a while back that this announcement was coming? 😄
you probably changed some shader setting and it caused a full recompile. it may take some time depending on your pcs specs
you wont regret it, i don't think. quality of life is through the roof
@gleaming mantle it will do that once...until you made some major changes)
a shader for every pixel (ohgodplsno)
considering i got a 9900k, im wishing i would have gotten a threadripper
id say its worth it
one thing is for sure tho, Intel dropped the ball
I got close to compiling 50 thousands shades of gray once! Huge project, an unreal love story in black and white, but opted for the manly starfighter origins game 😉
@plush yew with ue5 19billions of shaders!
nah, intel's r&d is going great, they are making amazing progress
I said it earlier today, imagine if intel knew what amd was working on with their 64 core cpu.
its actually 20 billion
already???
lol no they are not 😄
intel is at the same position as amd pre ryzen
a 3950x wouldn't be be bad either, but there are many niceties going threadripper with quad channel memory and all those pcie lanes
Don't lisent to PC gamer hardware youtubers, with game dev more cores = better
Lol they even said it themselves that intel was strides or steps behind amd
used to be roughly 60% faster
I wonder how this new system will work with point cloud data, imagine taking out an iPad with lidar, scanning a real location and then poof there you go
eerm, im talking about the new tech
yeah though 3950x has 16 cores so its nothing to snuff nose at shadowriver
o/
its the instruction set, and intel compilers doing intel compiler things
but yeah something like luos's 3960x would be banging at shader compilation
yep, instruction set matters,
intel compiler switches to a slow path if it detects an amd cpu
one think is with ue4, more ram = is better dev
dont have that instruction? ouch gonna have to wrap it in about 300 other instructions to unroll that boy if its even possible
@plush yew wait, you can't host minecraft on own xbox?
don't think thats true plort. there are some intel hardware features used by adobe products that make them perform better than similarly comparable hardware from amd
intel and amd use almost identical instruction sets thho
avx is a mess and even intel cpus doesn't support everything
amd is a generation behind on latest avx updates
especially on server cpus there are many additional avx instructions
@heady moon error C2678: binary '*': no operator found which takes a left-hand operand of type 'const wchar_t [30]'
some of them haven't yet hit end user intel cpus yet
should I remove the * ?
Night guys and keep safe! dont get much time to get on here so keep safe and really looking forward to Unreal 5 engine next year 🙂 check out some of my work https://www.artstation.com/shauntwilliams
I dont htink you guys tlaking about instructions set as indeed they are the same, but how CPU operates and they behave diffrently. Intel compile would compile the code in shuch order that it's optimal for Intel CPU
@heady moon i think i have the source of that project
" Multiplying two 32-bit numbers takes two cycles on Hitachi's SH7604; 43 cycles on a Motorola 68030, and anywhere from one to 15 cycles on an ARM7. But how would a programmer know that? The statement a=b*c looks the same in any chip's C code. (ARM7 multipliers are data-dependant; the speed of the result depends on the magnitude of the operands. Try working that into your hard real-time system!)"
So its far more complicated than just instructions per second
ok, but for now should I remove the *
even tho * is required as it returns an FString
happy hardware conversation alienation to everyone else here 😄
Cinco de Unreal.
@heady moon where is the * it is talking about?
I remember i found some page in the past that had great documentation about low level optimization, descriptions how CPU and Compilers behave... but i forgot the name of it
@normal burrow nvm unreal was behaving incorrectly
recompiled and it worked
even tho i compiled 3 times
in the 4th it worked
😂
Was there information on how the system is cooled?
IT descibes how Intel and AMD CPUs behave differently to same code
Getting some vacuum cleaner flashbacks
im trying to change niagara particles color from a blueprint, can anyone help?
Well considering instructions on different cpus from intel will behave differently its not really something we can change, all we can do is account for it in software
@next badger you like tha mac trash bin?
@sleek spear yo uaksing how to change niagara attribute in blueprint, make attribute, tie it to specific property and set it in blueprint (there node for that)
when we start getting into intel v amd stuff thats surely where things go to #lounge i think?
That’s brilliant. Have enough airflow to keep it cool and provide a platform for flying vr
very cool cat.
Screw it. All hardware talk belongs to here
@plush yew well yo can optimize the code if you detect specific CPU ;p if not fallback to original code
@wild kestrel i did that, and it doesnt seem to work for some reason
What attribute name you trying to set in niagara?
@sleek spear yes, but not the macos...i think Corsair One is way better
i mean via blueprint
@wild kestrel i tried changing Particles.Color and another one i made called Particles.Color2
ok thanks, i will try with that, and be back
@next badger yeah that looks nice
@wild kestrel but how can i use user attributes in niagara? i cant drag and drop them on an emitter and i cant choose them in bindings
maybe im doing something wrong in general, maybe i have missed something
You need to use proper type of attribute for peoper property
so for color use color
or i dont remeber if it was vector
Looks like UE5 chat rush ended :p
Just give ue5
@wild kestrel ok so i create a user attribute, of type linear color. done. then what do i do, how can i bind it with color?
yes oyu need to bind attribute with property
what is the best way to take good resolution screenshots of the editor?
highresshot only gets the active viewport
which is good, but I wanna get good high resolution screenshots of stuff like editor controls
PrintScr?
that obviously works
highresshot 3840x2160
but, i was wondering if there was a highresshot equivalent for the editor
and run it in new window
@wild kestrel when you playtest game jam games and it is network multiplayer, how do you play that? Do you use 2 machines or just play single player?
@wild kestrel but i dont know how to bind them
@dry moon that does not get stuff like blueprint
Sorry random lol
as I said, highresshot only grabs the viewport
@hollow ore single, general behavior should be the same, then test it with friend to find issue related to high lentecy
Thanks! 👍
and yeah ue5 is awesome but its too far away to talk about it i think
since localy on PC network runs with near 0ms lentecy and oyu wont see problems related to actual network lentecy
Where Can i Ask help about a performance problem?
In fact LAN probably not gonna emulate what you can expect playing on internet
Makes sense yeah
@wild kestrel i can bind particles.attributes because i can drag them on the emitter and then use them, but i cant bind user.attributes
can we screenshere?
sure
Where Can i Ask help about a performance problem?
here is fine probably
Alright so lemme explain a bit
Im trying to make a horror game based in a cave, the cave Is made up by lots and lots of rock meshes put together.... I currently have only the entrance part and the game gets 20 fps on my Ultrawide monitor with a GTX 1060 as a graphics card... The main issue Is probably the volumetrics and stuff... How can i improve performance drastically?
The GPU visualizer says that the main processing Is spent on post process and volumetrics
how much blueprints do you have?
a 1060 pushing ultrawide resolutions might be asking for a lot
yeah but 20 fps Is too low
I can play minecraft with Path Tracing Shaders and get 35fps
remove the voulmetrics and stuff and see what you could be getting
treat that as the max you can get
that might give you a better idea of expectations
at ultrawide?
so 60fps would be the most you could get with any volumetric stuff
yeah, i just mean: if there was no cost to volumetric stuff: that would be your best fps possible
Ok
and its at 35 now yeah?
No its 20
gsync display?
Nope
so your shooting for 30fps then?
Im getting 20 fps
Just 20
With everything applied
Volumetrics and Post Process are Just destroying my framerate
And i Need a way to make them less resource intensive
stencil buffers are for such things
if you can put a stencil bit in for where the post process needs to run, then it wont run over all the frame's pixels
but then your drawing more to get those stencil bits in as well
Also you could reduce the render distance on the volumetrics
Its already on 6000
4k and half the render quality
