#Why was itr2 built in unreal 5 instead of unreal 4?

471 messages · Page 1 of 1 (latest)

heavy urchin
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itr1 along with many games was built in unreal 4 and run great. itr2 is laggy and looks worse than itr1.

vale lantern
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It's still a beta and they probably used 5 to future proof it

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Ue4 has its years now

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The reason why itr2 looks bad is because it has a lot higher polygons assets than itr1 and Taa just shit itself with that

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Higher polygons + fine details and taa ≠ good

pulsar folio
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Yeah i dont personally understand why did they choose UE5 xd

heavy urchin
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and itr2 looks like there's compression or something

heavy urchin
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there's a mxaa option in 2.0

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it looks great

vale lantern
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Msaa?

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MX?

heavy urchin
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I don't remember if it's msaa or mxaa that they use

vale lantern
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Probably msaa

heavy urchin
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acually nvm

vale lantern
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But msaa can't be used nowadays

heavy urchin
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mxaa doesn't exist I'm stupid

vale lantern
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It's deprecated as newer effects rely on multi frame information

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That's why ue5 is so reliant on taa

heavy urchin
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they're adding a different anti aliasing in ue5.7 so hopefully the game will look better

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or if they add a setting to disable anti aliasing without having the weird purple lines

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bc I can't run high shadows to get rid of the purple lines

vale lantern
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100%

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The problem is that smaa (the upcoming antialiasing) doesn't use temporal data so idk about the lighting issues

heavy urchin
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I was just trying itr1 for the first time on pc after playing itr2 since I've only played the first game on quest and it looks crystal clear

vale lantern
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Yup

heavy urchin
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and im just wondering why itr2 is so blurry

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it's so weird

vale lantern
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The magic of taa

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This ass antialiasing

heavy urchin
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it's not even it being blurry far away it's blurry everywhere

vale lantern
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Especially when moving your camera

heavy urchin
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it ruins what is a pretty good looking game otherwise

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but anti aliasing also eats a little bit of fps so I wish there was a setting for it

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I don't wanna go into the files to do that

vale lantern
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Post process ones as taa fxaa smaa don't have any big impact

heavy urchin
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hey if I'm game runs at a crisp 54fps I want all the fps I can get

vale lantern
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Maybe 2/3 fps

heavy urchin
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it's like a 5fps impact at most

vale lantern
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Msaa on the other hand is very very very fps heavy

heavy urchin
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either way on my build into the radius 1 so far looks better in almost every way even on highest settings

vale lantern
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Oh wow the fps count is unreadable

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It was 103 max smaa and 106 max no aa

heavy urchin
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I mean itr1 is very grey and but it's very crisp and it looks gorgeous

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it also runs buttery smooth on high settings

vale lantern
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Agree

heavy urchin
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but itr2 on low give me maybe 60fps since I'm not gonna drop the render resolution

vale lantern
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It's very optimized as it has been in development for years

heavy urchin
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true but also ue5 vs ue4

vale lantern
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Becuse I noticed that the in-game resolution slider fucks up

heavy urchin
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I use 100% in game and use virtual desktop to adjust resolution instead

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I have a rx5700 xt

vale lantern
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On a 3060 ti

2064x2064 no aa It looks gorgeous

heavy urchin
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it runs every game but itr2 completely fine on high settings

vale lantern
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I use a variety of high medium and low

heavy urchin
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I do medium on everything but have effects on low

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and I get at most 60fps

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that's in the camp

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it's playable but I wish it didn't look greasy

vale lantern
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Try these next time
View distance medium
Shadow medium
Foliage low
Effects medium
Texture low (with AA off)
Geometry medium
Ffr widest

heavy urchin
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texture low with aa off had purple lines if I didn't put shadows on high

vale lantern
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There is a workaround

heavy urchin
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I also noticed the foveation didn't do anything for me

vale lantern
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In the medium preset you can find a setting

vale lantern
heavy urchin
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I noticed it looks the same on narrow as it does on widest for some reason

vale lantern
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It's a bit busted

vale lantern
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It used to help a lot

heavy urchin
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which one gives the most fps

vale lantern
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Like 20/25 fps improvement

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Now it's like 7/10 at best on widest

vale lantern
heavy urchin
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wouldn't widest have the least foveation?

vale lantern
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It's inverted in itr

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Idk why

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Generally yes

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In itr2 widest is the narrowest XD

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ShadowQuality=r.ShadowQuality

vale lantern
heavy urchin
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ah itr2 foveation rendering is only supported on amd 6000+ series

vale lantern
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It works on all GPUs

heavy urchin
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it straight up does nothing for me

vale lantern
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It's very hard to notice

heavy urchin
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like no foveation rendering is actually happening and I have a quest 3 so I would be able to see it in the corners

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I swear the setting is doing nothing for me

vale lantern
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I also don't see it too much but it's there

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I used to see it a lot before 0.13

heavy urchin
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I thought the compression look was coming from me using virtual desktop to play

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but after playing itr1 clearly not since I get 0 compression there

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and I get it when cabled

vale lantern
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Oh wait

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You're right

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Fuck rdna2 and above support ffr

heavy urchin
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so far the best I'm able to get is 80fps if I do like 85% resolution with shadows off but I can't see anything basically

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that's like doing legally blind simulator

vale lantern
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Do you use medium or low on virtual desktop?

heavy urchin
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I actually run high because medium is unplayable with how blurry it is in this game

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I can take the 10 fps drop

vale lantern
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Next time try disabling the AA again

vale lantern
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And use medium

heavy urchin
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but for pure fps I tried medium with the lowest settings

vale lantern
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And ofc medium resolution on vd

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It should give you a big fps improvement and clarity

heavy urchin
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60fps is playable for me I just want it to not look like someone lathered lotion on my eyes

vale lantern
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I talk by experience as I recently switched from high resolution 85 infame to medium 100 in-game

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And the clarity is holy shit

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It looks a lot better somehow

heavy urchin
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with aa off I asume

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right?

vale lantern
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Yup

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And the workaround using shadows on medium

heavy urchin
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I run 100 with high currently hut my fps is bad

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with medium shadows and low textures

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but I can tolerate it dropping to like 34 in forest for me to be able to see more than 30 feet

vale lantern
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Oh god

heavy urchin
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my bitrate is plenty high so I atleast now it's not that

vale lantern
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Also how high is it and what codec do you use?

heavy urchin
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since I have 2 gig on wifi 6e and ethernet with my bitrate set to 120mbps on hvec 10bit

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so my internet is fine

vale lantern
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With 2 pass on or off?

heavy urchin
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2pass?

vale lantern
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Nvm yours is amd so it's not even usable

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Adaptive quantization enabled too right?

heavy urchin
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yeah

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and in every game except this one I run high settings completely fine like like 30ms latency

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I have a consistent 80ms in itr2

vale lantern
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Ye that needs to be fixed

heavy urchin
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it's so weird how hard of a time I'm having with it

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I spent a good like 3 days min maxing my virtual desktop settings and its currently the best I can get it

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and that's probably why I was immediately blown away trying itr1

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because it looks so good

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I can try swapping settings rn

vale lantern
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if you want to try this next time

modify this in shadows medium preset in ini file

ShadowQuality=r.ShadowQuality 5
usign this settings
View distance medium
Shadow medium
Foliage low
Effects medium
Texture low (with AA off)
Geometry medium
Ffr widest

VD resolutioon set to meidum

heavy urchin
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I'll give this a try rn

vale lantern
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Ight

heavy urchin
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give me a sec and I'll tell you how it runs

vale lantern
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sure

heavy urchin
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should I be using optimizations?

vale lantern
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i have it on

heavy urchin
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I'm getting the weird purple lines still with the shadow stuff changed

vale lantern
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really?

heavy urchin
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actually it's even there on high

vale lantern
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ingame resolution 100?

heavy urchin
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yeah

vale lantern
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weird

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is it clearer at least?

heavy urchin
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no its completely unplayable

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fps is better but I can't see nothing

vale lantern
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that's even weirder

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you're using vdxr right?

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in vd settings

heavy urchin
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yeah

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I'll send screenshots

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It looks way worse in headset

vale lantern
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oh wow yea that doesn't look right at all

heavy urchin
vale lantern
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yea something ain't right

heavy urchin
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I basically can't really see more than 10 feet in headset

vale lantern
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i'm getting a lot more clearer results

heavy urchin
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it's super compressed and blurry

vale lantern
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wait

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mayeb i know why

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press both of your thubk sticks

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send me a pic of the pefromance overlay

heavy urchin
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yeah I have that open

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my speeds are all normal

vale lantern
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is automatic bitrate off?

heavy urchin
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when I put it back to how I had it before its fine but with more latency

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yeah

vale lantern
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same for spacewarp i guess

heavy urchin
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im gonna try rebooting but with the settings already on

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yes

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no spacewarp

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I'll show you with my other settings in a sec

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gimme a sec

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okay

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first is medium vd with aa off and the shadow thing set to 5

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second is high vd but aa on and the same graphics settinfs

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I'll send some photos through the lense too

vale lantern
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i'll send you some pics for comparsion

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i'll disable ffr

heavy urchin
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same changes here

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first is on high with AA

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seconds is medium with no aa

vale lantern
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Leaving aside discord compression

heavy urchin
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yeah yours doesnt look like mine

vale lantern
heavy urchin
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i see the aliasing but theres not the weird compression

vale lantern
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But at medium

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Yea

heavy urchin
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and the foveation is actually there

vale lantern
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I can try showing it thru the lense

heavy urchin
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no need

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i see the difference

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i know just getting an rtx 3070 would fix most of my graphics issues in many games

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but like

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money yk

vale lantern
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Oh wow my camera doesn't like the pico screens

heavy urchin
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its really just the supported features

heavy urchin
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what sucks is that my rx5700 xt has more raw performance and power than a 3060 but the 3060 just has the nvidia features so it more supported and ends up running better because you get dlss and ffr

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nvm i see your codec

vale lantern
heavy urchin
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yeah it looks like we're running basically the same internet speed so im crossing that out of the question

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and 120mbps vs 150mbps isnt really a difference

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i could do 150 if wanted

vale lantern
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150 is the max for my pico 4

heavy urchin
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i can get 200 but it looks the same as 120 but with more latency

vale lantern
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150 is a good middle ground

heavy urchin
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if you have a 4090 you can run 70 with it looking better because you can do godlike mode

vale lantern
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Especially with adaptive quantization

heavy urchin
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yeah

vale lantern
# vale lantern

Btw I'm getting 66 fps here because my GPU is limited as of now

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It gets really hot in here and pumping more heat is a death sentence

heavy urchin
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with your setup are you able to see people far away decently well or no

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i noticed on the quest version with there being no AA i can see really far pretty clearly its just the graphics settigns are dialed way down

vale lantern
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I can see everything fine

heavy urchin
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ok so it would probably be like how it is on quest standalone but with the shadows and effects on medium

vale lantern
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I wanna test again the performance gain with ffr

heavy urchin
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its like on pc for me the shadows and textures and fps are better but its just that blurryness that makes me kinda like the quest version more

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if i could figure out how to get it clear without it dropping below 60 i would

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so far if i just run high with AA on it looks almost fine its just kinda blurry

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close up not too bad its mainly 30+ ft away

vale lantern
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As soon as they fix the purple lines

heavy urchin
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if they either add a AA disable or change to a new AA with ue5.7 it should be better

vale lantern
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Oh wow ffr really is broken

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78/79 with it off

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84/83 with widest

heavy urchin
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thats a noticable amount when im playing on 54

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it might be worth just getting a new gpu so i can run 70fps since i can run high a bit better and i get 2 pass and av1

vale lantern
heavy urchin
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but havent really thought about upgrading until trying to play itr2

heavy urchin
vale lantern
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Nope

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That's outskirts XD

heavy urchin
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ii think ill just try medium but with 150mbps

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mb i havent gotten to outskirts

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im waiting for my friend to be available again before i progress

vale lantern
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Nah I just wanted to point out that it's even more impressive as it's very bad optimized

heavy urchin
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yeah

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if i had access to av1 and 2pass i would just run medium since it would be a bit clearer

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i mean av1 isnt that much better than hevc

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but its slightly more efficient if you have a quest 3 and an rtx gpu

vale lantern
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I know it's a no shit Sherlock solution but if you can find a used
3060 ti
3070
6800xt

For VR would be the best

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I saw some 3060 ti for 200 bucks

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Or a little over

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I would prefer a 6700xt or 6800xt as it has more vram

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But for that price

heavy urchin
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yeah i just dropped a ton of money getting a quest 3 and buying itr2 3 times so i would have a to wait a bit before upgrading gpus

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sorry 4 times

vale lantern
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XD

heavy urchin
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i have purchased this game 4 times now

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and it was worth it

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ngl i could've bought 3060 ti for the price i paid for 4 copys of this game

vale lantern
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Almost

heavy urchin
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i noticed the game when using oculus link cable runs like 20 fps less

vale lantern
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You would need a 5th copy

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Mm

heavy urchin
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it was worth the money since i can play with my brother on quest and a friend on pc

vale lantern
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Have you tried a GPU driver update?

heavy urchin
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yes i have updated my gpu drivers

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i think outside of the purple lines its purely just my gpu being old

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it runs like 30-50fps in forest depending where i am

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if i swap to medium and turn shadows off i can do 60-70

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i might just have to play like that

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but medium with aa looks really bad

vale lantern
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Let's be real

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Everything with AA looks ass XD

heavy urchin
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yeah but if you're resolution is cranked high enough you notice it less

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which is why I do high when I should be running medium

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because it makes the aa less obvious

vale lantern
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Yea

heavy urchin
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my friend has an ideal pc with a 3070 ti

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if he just had virtual desktop he could run my settings a lot better than me

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but he's also doing like 60fps because of the oculus link sucking

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I think meta doesn't care about their link app anymore

vale lantern
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It's weird that it tanks fps like that

heavy urchin
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yeah virtual desktop makes it so you don't have to have oculus or steamvrs runtime open

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basically with oculus link you have 2 runtimes eating your resources at the same time

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so you tank like 20fps

vale lantern
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Doesn't it support openXR natively?

heavy urchin
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and this is why I think virtual desktop is just the best for pcvr since it runs well even on a kinda crummy connections

vale lantern
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Or was it just air link

heavy urchin
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wired

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you run off openxr but steamvr needs to be open to play the game

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since it's on steam it won't let you play without it open

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so steamvr still uses resources even though you're on openxr

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and openxr is just kinda buns compared to vdxr

vale lantern
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I remember that air link doesn't need steamvr

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But I guess quest link does

heavy urchin
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I mean I was running itr2 with virtual desktop from a different wifi connection 10 miles from my pc and it ran better than quest link

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only like 70ms latency

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which is playable

vale lantern
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XD

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With a bucker for the vomit nearby sure

heavy urchin
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mainly it was surprising that I could just play pcvr and decently playable state when at a completely different location

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ngl I'm used to the latency at this point bc of itr2 running bad

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I have built an iron stomach for poor vr framerate

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when I beat the game I wanna do a second playthrough where I can only use respawn instead of load save so I have to kit up to get my gear back

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also with low rewards but the kill rewards mod on so enemy's drop stuff sometimes

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I wanna see if a no store playthrough is doable outside of food and armor of course

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since I'm pretty sure armor doesn't drop and 2 crackers doesn't count as food dropping

quaint dawn
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Itr2 looks worse than itr1? wtf are you smoking lol

heavy urchin
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itr1 2.0 looks gorgeous

quaint dawn
vale lantern
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1.0 is a different story

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Btw it suffers the same issue as itr2

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Or probably is how virtual desktop works

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But if you change the in-game resolution higher or lower it will look worse than using 100

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And I noticed that disabling taa looks less clear than itr2 without taa

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But I need to rest it with the in-game resolution to 100

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(steamVR is very good mm)

daring smelt
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intr2 needed to be rebuilt from the ground up to allow for multiplayer replication, they can't just recycle itr1 visual stuff, they're still working on it

vale lantern
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Nvm I misread

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Btw yes they can

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They're called assets for a reason

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Btw itr1 still looks blurrier than itr2 without taa

vale lantern
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Because the assets are low poly compared to itr2 ones

daring smelt
vale lantern
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Wym

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Anything else as in?

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Animations?

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You can reuse them

daring smelt
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I'm/a monster/whatever half way through an animation and someone joins the area/server.

How does your client know the position of my bits.

daring smelt
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you dont do frame by frame syncing, that went out with doom

vale lantern
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Unity has a built in plugin for that

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It probably exists on unreal engine too

vale lantern
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Even on a local network you can't have pixel perfect sync

daring smelt
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https://www.youtube.com/watch?v=ef6SeknakeU&ab_channel=GorkaGames

basically everything needs to be built with replication in mind, except for client only things like some special effects

Hello guys, in this quick and simple tutorial we are going to learn the multiplayer replication basics for your multiplayer online games in Unreal Engine 5.
↪️Check out awesome Unreal Engine courses: https://bit.ly/GorkaGamesWingfoxCombat

Check out my Steam Game! https://bit.ly/3rVlXU1
Follow me on Twitter: https://twitter.com/GorkaGames
Su...

▶ Play video
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There's no magic bullet for multiplayer, every game is limited by ticrate and packet size so every game needs a custom system (more or less)

vale lantern
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Ok and?

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That's the basic of a multiplayer game

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What are you trying to say

daring smelt
vale lantern
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If you add an asset that just needs to be synced

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You don't add new code for that

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It's not that for a new variable you need to create a new class

daring smelt
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give an example

vale lantern
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Sure

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I have a class called car with 2 variables

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Int wheels = 4
Int seats = 5

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You can reuse that class for different cars

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You don't add more code

daring smelt
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sure you'd have a material that pulls the vars and changes the color of the car or whatever

vale lantern
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It's the same principle

vale lantern
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You just call a function

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Which is called function for a reason

daring smelt
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that sure sounds like extra code that requires extra work, it isn't just "import a asset"

vale lantern
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You do it once

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You can reuse the assets

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Everything the game has

daring smelt
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sure

vale lantern
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And you just add the multiplayer stuff

daring smelt
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man its so simple you should code games

vale lantern
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For a multiplayer game you first add the multiplayer stuff

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And then you can add assets

vale lantern
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It's done on a lot of games

daring smelt
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so why does the player character that you control and the third person character have different collision channels

vale lantern
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Because it's a different object for each client....

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Stop saying random stuff

daring smelt
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but you could just import the asset and sync it, right?

vale lantern
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If the code to do that is implemented yes

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It's not magic

daring smelt
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but now that they have different channels you have to configure every imported asset to handle the new channels

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again, its more work than just import the asset and sync it

vale lantern
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Your point was that they couldn't reuse old stuff?

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They can? Yes

daring smelt
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my point is that reusing old stuff still requires a whole bunch of work

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which is why it isn't all done yet

daring smelt
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man its weird that you've spent like half an hour arguing just to agree with me

vale lantern
vale lantern
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Assets are reusable

daring smelt
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reusable but they need a rework because the polycount is low, so why would they

vale lantern
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This has nothing to do with reusing old stuff

daring smelt
vale lantern
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Yes I said that

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You can reuse animation

daring smelt
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only if your new models have the same bones at the same length in the same configuration, ect.

vale lantern
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What?

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Bones?

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Length?

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Tf are you talking about

daring smelt
#

Today, we're exploring the core differences between Skeletons and Skeletal Meshes, how they provide the supporting framework for animation technology in unreal engine, and how we can take advantage of that framework to share animation assets between different characters that share the same skeletal hierarchy.

Join the Outcast DevSchool Discord:...

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if its not a pretty exact clone you end up with stuff like this: lol
https://www.youtube.com/watch?v=bOFDeWlCPmU&ab_channel=DPO23

vale lantern
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Adding poly doesn't change anything about the skeleton

vale lantern
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Nothing else

daring smelt
vale lantern
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The Skelton is used to mitigate that

vale lantern
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Wym reweigh?

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You're using fancy words but I'm not sure you actually knew them before looking at something online a few minutes before

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If you want a practical example

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GTA San Andreas enhanced edition

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It looks shit? Yes

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Has anything changed about the skeleton? No

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Just the skeletal mesh

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It technically is higher res

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More poly

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Same movements

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And that's on a completely different game engine

daring smelt
vale lantern
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Ye itr2 surely use that uh

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The jiggle physics of mimic booty

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That's an option

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Not a requirement

daring smelt
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yeah there's an example
if you move oyur leg the booty should tighten up against the back of the skeleton

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but if you throw it back, its going to swell outwards because of the weighting

daring smelt
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...

vale lantern
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Because it's too performance heavy

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It's only used in some parts of the mesh

daring smelt
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dude its been used since half life 2

vale lantern
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The crab?

daring smelt
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i'll have to google a specific example, off the top of my head i remember people talking about it with alyx's jacket and chest

vale lantern
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Jacket?

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Leaving aside that

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What about it?

daring smelt
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is your whole thing asking a question, getting an answer then being confused ?

vale lantern
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I'm being confused because you're not making any sense

daring smelt
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what part of that was unclear

vale lantern
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"it's only used in some part of the mesh"

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Is it that hard to read?

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Have you seen the unity demo where the skin deforms when putting a bracelet on

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That won't work for a game

daring smelt
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ok

vale lantern
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And the point was that string poly would break the skeleton

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Not it won't

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And I told you why

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Then you said something about the weight which is an optional thing

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Probably

daring smelt
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no you're right, grand theft auto did it so it should be the same way for every engine forever

vale lantern
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Form a team that has nothing to do with r*

vale lantern
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Oh yes they are called definitive editions

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Wanna point this out too?

daring smelt
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and here i was thinking that rockstar used their own engine

vale lantern
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And it's not used for the definitive edition