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Unreal Engine 4 Thread

EVIL

Member
It's intentional.

I'm targeting 120 FPS @ 1080p.

Geometry adds almost nothing to the performance these days. Its the use of post processing effects AA, AO and complicated materials that kills it. I have serious doubts pulling your geometry to PS2 levels will help you in the frame-rate department with UE4. Just look at their mobile demos, you can still add a lot of geometry and make stuff look good as long as you are smart with everything else.
 

Soi-Fong

Member
Geometry adds almost nothing to the performance these days. Its the use of post processing effects AA, AO and complicated materials that kills it. I have serious doubts pulling your geometry to PS2 levels will help you in the frame-rate department with UE4. Just look at their mobile demos, you can still add a lot of geometry and make stuff look good as long as you are smart with everything else.

Yeah, he can add a bit more detail...
 

Blizzard

Banned
Geometry adds almost nothing to the performance these days. Its the use of post processing effects AA, AO and complicated materials that kills it. I have serious doubts pulling your geometry to PS2 levels will help you in the frame-rate department with UE4. Just look at their mobile demos, you can still add a lot of geometry and make stuff look good as long as you are smart with everything else.
I would echo this and strongly suggest benchmarking it. It should be pretty fast to throw in some higher-poly models, run a test scene, check out some of the various benchmark statistics from the engine, and see if the effect is noticeable.
 

USIGSJ

Member
Looks like Epic released assets from the GDC demo.

A collection of realistic assets from Epic's Open World demo shown at GDC 2015. Use them to create new levels or add them to existing ones.

This pack includes:

-42 Photo-realistic meshes with LODs
-17 Foliage
-21 Rocks
- 4 Trees
-138 Textures from 2048 up to 8192
-14 Tiling Ground Materials with Normal and Displacement maps

6.3 gigs tho
 
Does anybody have any ideas on how I could achieve an effect like this with a binary version of the engine?

iDMAbMc.png


I'm not entirely sure about the term, but it looks like stretched/directional(?) bloom that essentially achieves an anamorphic lens flare effect. I know I could do the old traditional manually placed flares but I like this effect more and it somewhat reduces the workload for the project I'm working on.

This guy figured it out, but he implemented custom shader code on a source version of the engine and Epic denied the changes.
 
I would assume:
Students: 3ds max/maya
Anyone who has to consider budget: maya lt, blender, maybe modo (probably almost nobody)
+ Zbrush

I definitely want to get my feet wet with UE4 sometime over the summer. Coming from having used mostly Unity or just development frameworks. So a more fully featured editor would be a nice change of pace, hopefully with more granular code manipulation.
 

Vuze

Member
Downloaded the Kite demo and holy shit, these assets are nuts! Was mainly after some super high-res textures I can play around with but I didn't expect them to be 200mb+ in some cases lol. But hot damn, I will probably choke when I see the download size of the full Kite world (it should be released after 4.8 is out right?)
 

charsace

Member
I would echo this and strongly suggest benchmarking it. It should be pretty fast to throw in some higher-poly models, run a test scene, check out some of the various benchmark statistics from the engine, and see if the effect is noticeable.

I have a hard time believing this. Some effects require more than one draw call and the a high poly count has to have an effect. And the higher the poly count is for a model that animates the more it cost to animate it.
 

Blizzard

Banned
I have a hard time believing this. Some effects require more than one draw call and the a high poly count has to have an effect. And the higher the poly count is for a model that animates the more it cost to animate it.
Sure, but I don't think the poster in question was animating the models. It doesn't hurt to do a really quick test so one knows for sure -- that way one has hard data in addition to theory.
 
Hey people, thought I'd pop into this thread to show my first Unreal 4 project. We're learning the software as part of my uni course and I'm having a blast with it so far.

https://www.behance.net/gallery/26041095/Cyberia-An-Unreal-Engine-4-Project

The only conditions we had to meet for this project was there had to be a couple of blueprints involved, and we had to model, texture and import at least a few of our own assets.
I don't really see myself as a game designer so my environment is more of a tech demo than an actual level with objectives and I really wanted to go for that rain and neon cyberpunk vibe.

Youtube link:

https://m.youtube.com/channel/UCp0OnXMFNz6nrNZP8lviFtg








 

desu

Member
I kind of missed this, but it was in the newsletter:

This week you’ll be able to download and explore our 100 square mile open world demo A Boy and His Kite, coming to the Learn tab for free! Read more on fxguide.com and tune into a special two-part livestream.

That will be interesting!

edit:

https://forums.unrealengine.com/showthread.php?72505-A-Boy-and-His-Kite-Jun-11-amp-Jun-12

A Boy and His Kite - Jun 11 & Jun 12
This week we're releasing the multi-featured "A Boy and His Kite" open world demo, including all the content and the cinematic, along with a standalone .exe through which you can launch the project.

To help you get the most out of this release, we're bringing a number of the demo's talented programmers, animators and artists onto the livestream to talk about the creating of the cinematic.

With so much to discuss, we're splitting the presentation across two streams and two days. Join us for a breakdown of many aspects of "A Boy and His Kite," and ask the developers your questions about the project.
 

Blizzard

Banned
I just noticed one thing that looks nice for players -- patch/DLC support.

patch notes said:
You can now generate Patch Files for your game that have only the content files that have changed since a previous release!

Hopefully this helps games that have enormous Steam updates for small changes.
 

IbizaPocholo

NeoGAFs Kent Brockman
Hey people, thought I'd pop into this thread to show my first Unreal 4 project. We're learning the software as part of my uni course and I'm having a blast with it so far.

https://www.behance.net/gallery/26041095/Cyberia-An-Unreal-Engine-4-Project

The only conditions we had to meet for this project was there had to be a couple of blueprints involved, and we had to model, texture and import at least a few of our own assets.
I don't really see myself as a game designer so my environment is more of a tech demo than an actual level with objectives and I really wanted to go for that rain and neon cyberpunk vibe.

Youtube link:

https://m.youtube.com/channel/UCp0OnXMFNz6nrNZP8lviFtg








Reminds me the samaritan demo.
 
I get from 20 to 30 fps on my Titan 6gb.

Is there a way to change settings? Or are there any settings at all?


Don't think so, might as well go for it, if you want.

I would love to, but I do not want to create the thread before I install it and test it. So that the OP has accurate info on how to set it up :D

Just download the .zip and there is an .exe I assume?
 
I get from 20 to 30 fps on my Titan 6gb.

Is there a way to change settings? Or are there any settings at all?


Don't think so, might as well go for it, if you want.

If you want to run the demo in fullscreen and in a custom resolution (it's locked to 1080p windowed by default) make a shortcut of the .exe and add these parameters:

-bUseVSync=False -ResX=yourhorizontalres -ResY=yourverticalres -FullscreenMode=1 -Fullscreen
 
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