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Unreal Engine 4 Thread

Aureon

Please do not let me serve on a jury. I am actually a crazy person.
Did anyone figure out local-space ribbons?
Are they even possible?
 

anteevy

Member
Currently struggling with TemporalAA. Today I switched to 4.10 with my project (from 4.7), but now there are heavy artifacts on borders:
77866-aaartifacts.jpg

The red balls move downwards over the floor and leave these artifacts on the glowing border. Didn't have these under 4.7, as the TemporalAA was acting way faster there. In 4.10, they only slowly disappear after ~5 seconds or when moving the camera.

Any ideas? I'll try again tomorrow but fear I'll have to revert to 4.7.
 

Mik2121

Member
Open the console bar and try typing r.postprocessAAquality 0

And change the 0 to any number from 0 (off) to 6 (highest quality, but takes the longest to settle). Maybe something around 2 or 3 might fit better.
I don't exactly know where the r.postprocessAAquality is within the INI files so I only know this temporal fix right now, but you should be able to find the actual setting within your files and set it as the default.
 

anteevy

Member
Open the console bar and try typing r.postprocessAAquality 0

And change the 0 to any number from 0 (off) to 6 (highest quality, but takes the longest to settle). Maybe something around 2 or 3 might fit better.
I don't exactly know where the r.postprocessAAquality is within the INI files so I only know this temporal fix right now, but you should be able to find the actual setting within your files and set it as the default.
Thanks, already tried that. Has always been on 4 - I read that 2 is faster, but not as smooth and 6 is the other way around. Couldn't really notice a difference though. I also tried the three TemporalAA console variables (samples etc.) with no luck. I've never really liked the TemporalAA, but I didn't think it would get even worse with more recent engine versions.
 
Thanks, already tried that. Has always been on 4 - I read that 2 is faster, but not as smooth and 6 is the other way around. Couldn't really notice a difference though. I also tried the three TemporalAA console variables (samples etc.) with no luck. I've never really liked the TemporalAA, but I didn't think it would get even worse with more recent engine versions.
TAA isn't that great. As soon as you introduce detail or high contrast moving edges it starts to smear/ghost noticeably - it works best on static or very slow moving scenes and that's about it.
 

anteevy

Member
TAA isn't that great. As soon as you introduce detail or high contrast moving edges it starts to smear/ghost noticeably - it works best on static or very slow moving scenes and that's about it.
Yeah :( Too bad FXAA is even worse, actually I'm not even noticing a difference between no AA and FXAA in the UE4. Only thing that works is setting the screen percentage to ~200, but that's extremely expensive.

Well, moved back to 4.7. Just hoping I won't find any features I really need that are only available in >= 4.8.
 
How good are the blueprints? Haven't programed in forever and even then I was a novice. But if they can get rough ideas somewhat working (enough to feel motivated), I'd like to play around in UE4 as a hobby.

I was going to use unity, but I hear all the performance issues it has. My luck I'd make something that is fun but runs like shit.
 

Bollocks

Member
How good are the blueprints? Haven't programed in forever and even then I was a novice. But if they can get rough ideas somewhat working (enough to feel motivated), I'd like to play around in UE4 as a hobby.

I was going to use unity, but I hear all the performance issues it has. My luck I'd make something that is fun but runs like shit.

Yes absolutely, they are very powerful or more than enough to prototype your ideas with.
 

kabel

Member
So last time I used UE4 was 4.7 or 4.8

Now I wanted to download 4.10.4 and it's only 3,2GB! How? I remember I had to download much more for the previous versions.

Cool though, I have only 5Mbit/s
 
So last time I used UE4 was 4.7 or 4.8

Now I wanted to download 4.10.4 and it's only 3,2GB! How? I remember I had to download much more for the previous versions.

Cool though, I have only 5Mbit/s

I'd say just right to 4.11 preview 6 if you are just diving back in. We built our last two projects in 4.11 and the lighting changes are pretty awesome.
 

Raticus79

Seek victory, not fairness
Having the Vive on preorder gave a bit more incentive to get started. Is it possible to combine DirectX 12 + Gameworks VR in UE4 now or are there still some details that need to be fleshed out? (edit: nope, VR SLI is a DirectX 11 extension. Not needed in DirectX 12 since its multi-GPU does the same thing: http://www.roadtovr.com/nvidia-takes-the-lid-off-gameworks-vr-technical-deep-dive-and-community-qa/)

My hobby project idea is to make a mostly hands-off AI-driven artificial life sandbox where the simulation runs as a server process and UE4's being used for the client presentation. Grid-based, so the same thing could work with a client running Dwarf Fortress-tier graphics - I just wanted to see if I could make a visualizer that could take advantage of the hardware I happen to have on hand (e.g. to show tons of low-poly units and have fun with particle effects, materials and lighting).

Planning to make everything deterministic too, so you could do funky stuff like going back to an earlier tick count and making a subtle change to see how the world plays out differently.
 

Raticus79

Seek victory, not fairness
Catching up on my reading here, it seems like Vulkan might be a better choice for what I had in mind - has anyone tried it out yet in UE4?
 

astonish

Member
Catching up on my reading here, it seems like Vulkan might be a better choice for what I had in mind - has anyone tried it out yet in UE4?

You don't really need to make these kind of decisions. While a lot of the new VR tech is great (instanced stereo rendering, new low-level APIs) these aren't technical details you need to concern yourself with at the start of a project or in some ways within the engine at all. Just make your content and you can inherit these features for free as the engine progresses.

I've been working in VR with UE4 since the early versions and the only time there was a big change in creation was the addition of motion controller abstraction which has turned out to be a huge win. As another example I took a project recently made in 4.10 converted it to 4.11 and just checked a box to use instanced stereo rendering and got perf jump, but its nothing I really had to think about while actually making my stuff. Vulkan vs. DX vs whatever will be the same.
 

Raticus79

Seek victory, not fairness
You don't really need to make these kind of decisions. While a lot of the new VR tech is great (instanced stereo rendering, new low-level APIs) these aren't technical details you need to concern yourself with at the start of a project or in some ways within the engine at all. Just make your content and you can inherit these features for free as the engine progresses.

I've been working in VR with UE4 since the early versions and the only time there was a big change in creation was the addition of motion controller abstraction which has turned out to be a huge win. As another example I took a project recently made in 4.10 converted it to 4.11 and just checked a box to use instanced stereo rendering and got perf jump, but its nothing I really had to think about while actually making my stuff. Vulkan vs. DX vs whatever will be the same.

Ah, that makes sense, thanks.
 

MaKTaiL

Member
Am I the only one who thinks UE4 is a horrible console engine? None of the games that came out with it on PS4 (the platform I have) look and/or run ok. Outlast (UE3) looks phenomenal and runs at 60fps on PS4.
 
Am I the only one who thinks UE4 is a horrible console engine? None of the games that came out with it on PS4 (the platform I have) look and/or run ok. Outlast (UE3) looks phenomenal and runs at 60fps on PS4.

Don't blame the engine.

I've gotten UE4 prototypes to run at well over 60 FPS on a very cheap low-end Android tablet. It's all about how you optimize the game. Some developers just don't do a good job at that
 

MaKTaiL

Member
Don't blame the engine.

I've gotten UE4 prototypes to run at well over 60 FPS on a very cheap low-end Android tablet. It's all about how you optimize the game. Some developers just don't do a good job at that
Maybe it is not working well with consoles's arquitecture though. I don't know. I'd much rather have a good looking UE3 Engine game running at 1080p/60fps than having a poorly optimized UE4 one. At least for now anyway. Just take a look at the horrible mass Ark, Daylight, Ether One and Ethan Carter look/run on consoles.
 
Maybe it is not working well with consoles's arquitecture though. I don't know. I'd much rather have a good looking UE3 Engine game running at 1080p/60fps than having a poorly optimized UE4 one. At least for now anyway. Just take a look at the horrible mass Ark, Daylight and Ethan Carter look/run on consoles.

And Street Fighter V? Daylight is a mess from start to finish, top to bottom. Ethan Carter was ported down from PC, where it needed a moderately high end PC to run well.

Weren't early UE3 engine games on PS3 a bit of a mess too before UT3? I seem to remember PS3 Stranglehold falling short of the 360 version. Rainbow Six Vegas on PS3 got delayed at least once and then wasn't as good looking when it finally came out. Stuff like that. Once people learned the engine and the hardware, it was all good.
 

MaKTaiL

Member
And Street Fighter V? Daylight is a mess from start to finish, top to bottom. Ethan Carter was ported down from PC, where it needed a moderately high end PC to run well.

Weren't early UE3 engine games on PS3 a bit of a mess too before UT3? I seem to remember PS3 Stranglehold falling short of the 360 version. Rainbow Six Vegas on PS3 got delayed at least once and then wasn't as good looking when it finally came out. Stuff like that. Once people learned the engine and the hardware, it was all good.
PS3 had a very different arquitecture back then. UE3 wasn't the only Engine struggling to run well there. With the new consoles having a PC arquitecture I thought we wouldn't have the same problems now.
 
Maybe it is not working well with consoles's arquitecture though. I don't know. I'd much rather have a good looking UE3 Engine game running at 1080p/60fps than having a poorly optimized UE4 one. At least for now anyway. Just take a look at the horrible mass Ark, Daylight and Ethan Carter look/run on consoles.

I don't know about Daylight and Ethan Carter, but Ark runs terribly on PC too (I had to set it to the lowest settings for it to not explode my PC lol). It's still early access and barely moving out of alpha, so optimization and polish have admittedly not been a priority for the developers yet.

It's hard to know who to blame for sure with those other games since we don't know what practices the developers are using (or aren't using...). I personally doubt it's the engine though, after seeing UE4 run fine on hardware far weaker than an XBOX One.

The ease of porting offered by engines like Unity and UE4 makes some developers think that all it takes is setting a different target platform and pressing Build, but really, porting a game properly is much more involved than that. Many assets often have to be reworked. Some developers don't/won't bother for whatever reason.
 

Mik2121

Member
PS3 had a very different arquitecture back then. UE3 wasn't the only Engine struggling to run well there. With the new consoles having a PC arquitecture I thought we wouldn't have the same problems now.
It's not so much the engine's fault as it could be the lack of time for a team to fully optimize the title to run 1080p / 60fps on consoles. That, and 60fps not even being a target for many developers who would rather have the game run at 30fps and look nicer.
 
Maybe it is not working well with consoles's arquitecture though. I don't know. I'd much rather have a good looking UE3 Engine game running at 1080p/60fps than having a poorly optimized UE4 one. At least for now anyway. Just take a look at the horrible mass Ark, Daylight, Ether One and Ethan Carter look/run on consoles.

PS3 had a very different arquitecture back then. UE3 wasn't the only Engine struggling to run well there. With the new consoles having a PC arquitecture I thought we wouldn't have the same problems now.

Like Anvil next, I think UE4 overshot this gen a bit and will take time before lots of things have great looking downsized console versions.
 

MaKTaiL

Member
I don't know about Daylight and Ethan Carter, but Ark runs terribly on PC too (I had to set it to the lowest settings for it to not explode my PC lol). It's still early access and barely moving out of alpha, so optimization and polish have admittedly not been a priority for the developers yet.

It's hard to know who to blame for sure with those other games since we don't know what practices the developers are using (or aren't using...). I personally doubt it's the engine though, after seeing UE4 run fine on hardware far weaker than an XBOX One.

The ease of porting offered by engines like Unity and UE4 makes some developers think that all it takes is setting a different target platform and pressing Build, but really, porting a game properly is much more involved than that. Many assets often have to be reworked. Some developers don't/won't bother for whatever reason.
You make a very good point. Engines being easy to develop makes devs a little lazy in terms of optimizations. Unity has lots of problems on PS4 too (the latest Firewatch for instance). Most of the games I complained about before were made by indie developers though, so I might change my mind once I see the next big UE4 come out. Paragon is coming soon so lets see.
 

JordanN

Banned
Like Anvil next, I think UE4 overshot this gen a bit and will take time before lots of things have great looking downsized console versions.
The original UE4 was scrapped way before they released the new one to the public. There really shouldn't be any problems getting the same effects to run on console.

Every time a new feature is added, Epic always gives talks about how they strive to optimize it so it can run on any hardware instead of just throwing up a high system requirement.
 

Mik2121

Member
The original UE4 was scrapped way before they released the new one to the public. There really shouldn't be any problems getting the same effects to run on console.

Every time a new feature is added, Epic always gives talks about how they strive to optimize it so it can run on any hardware instead of just throwing up a high system requirement.
You mean the original UE4 lighting system (which included realtime GI). Because the engine wasn't really scrapped from the beginning.
 

tuxfool

Banned
Every time a new feature is added, Epic always gives talks about how they strive to optimize it so it can run on any hardware instead of just throwing up a high system requirement.

Optimization and computational load are somewhat orthogonal. Sure some features can scale, but one has to wonder how well.
 

Durante

Member
Optimization and computational load are somewhat orthogonal.
This is a really nice and succinct way to describe the disconnect that drives me up the wall in some "optimization" discussions on GAF. I'm sure I'll have cause to steal it in the future ;)
 

JordanN

Banned
Optimization and computational load are somewhat orthogonal. Sure some features can scale, but one has to wonder how well.


Epic has been committed to scaling features to mobile, so at some point, it would be impossible for a console version to not do the same thing 10x better.

The engine itself is also open so developers aren't restricted to just working with the default settings.
 

tuxfool

Banned
Epic has been committed to scaling features to mobile, so at some point, it would be impossible for a console version to not do the same thing 10x better.

The engine itself is also open so developers aren't restricted to just working with the default settings.

Mobile tiling renderers aren't aren't the same as full fat immediate renderers, especially when considering explicit APIs. They'll have mobile effects that approximate the mainline effects, but they won't be the same. If this is what you mean by optimization, then yes. But that doesn't mean that technically the effect is just the same but scaled up or down.
 

KKRT00

Member
This is a really nice and succinct way to describe the disconnect that drives me up the wall in some "optimization" discussions on GAF. I'm sure I'll have cause to steal it in the future ;)

Yeah. coding to metal/magic = 1/8 res buffer or baked lighting :)
 

Tain

Member
"Oculus Rift 1.3.0 SDK is coming soon in Unreal Engine 4.11.1 hotfix. (Oculus Rift SDK 0.8.0 beta in Unreal Engine 4.11.0)
"

:[[[ so hungry
 

Durante

Member
"Oculus Rift 1.3.0 SDK is coming soon in Unreal Engine 4.11.1 hotfix. (Oculus Rift SDK 0.8.0 beta in Unreal Engine 4.11.0)
"

:[[[ so hungry
VR Instanced Stereo Rendering is great though, significant CPU savings.

Also, all the sound changes (in particular sound occlusion) seem like they might be primarily driven by VR requirements.
 
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