Well, not particularly strange, but I have noticed that if you do a native code (C++) project you have to be really careful with what yo udo in your code if you want to use Play in Editor - or simply use standalone game.Has anybody ran into any strange differences between Play In Editor and Standalone Game?
This makes me only more excited for Star Citizen![]()
You are such a Cryengine fanboy, my man![]()
I am confused as to how Umbra 3 is "integrated" into UE4. Or basically, how Umbra works as middleware. Is it like a plugin for UE4? Is it part of UE4's occlusion inner-workings but not being called Umbra?
I cannot find any info about Umbra at unrealengine.com. On google, I just find press releases from last year stating Umbra has been integrated into UE4. Yet no recent info on how it is integrated.
Is it something a UE4 user must pay extra for a license? How does this "middleware" system work in UE4/Umbra case? The PR stuff sounds like it's part of UE4 but I don't see anything about it in UE4 documentation. So I presume it's purchased separately and not built into UE4 itself.
That leads to me to ask, it is probably expensive, right? Umbra website has no price for licenses so sounds like a costly product for small timers.
If you haven't already, check the #unrealengine IRC channel on freenode. There seem to be 3-4 Epic employees idling in there, plus a lot of engine users, and someone might be able to help.Man, some of my blueprint classes simply haven't been appearing in Standalone, and now I get straight-up crashes when compiling some of them as of 4.0.2 and Standalone seems to crash without fail. Very frustrating.
I'm worried I'll have to rebuild my project at some point.
Wow that Roller Coaster demo graphics look damn near real. Unreal Engine 4 must be pretty damn powerful to output visuals like that already.
Daaaaaaammmmmnnn
Isn't the next Deus Ex rumored to be using UE4?
Daaaaaaammmmmnnn
Isn't the next Deus Ex rumored to be using UE4?
I was just talking with some people last night about AA -- the default AA is post-processing morphological and/or temporal? I miss the days when MSAA was possible in engines because of non-deferred engines. ;_;The UE4 combination of physical material shading, light baking and great default AA in UE4 makes it pretty easy to create convincing scenes like that. Can't wait until dynamic GI is fully integrated!
-- Yep, it's still in development and buggy with thin walls (light leaks) so you have to do a little work to enable it.Is the lionhead GI solution available for the public to use yet?
Hold on, Stallion was asking about Lionhead's custom global illumination solution, correct? http://www.neogaf.com/forum/showthread.php?t=803730-- Yep, it's still in development and buggy with thin walls (light leaks) so you have to do a little work to enable it.
Live twitch, testing Elemental Demo: http://www.twitch.tv/unrealengine
4.2 in few days? WOOOOOOOOOOOOOOOW !
they are uploading the lionhead GI provided in UE4 ! They got the code from Lionhead and they put it for Elemental Demo.
They told me that the Eelemental Demo will compile and work for PS4.
They trying to support PS Vita too.
Thye will release the infiltrator demo too.
Apex 2014 will be in 4.2
The post earlier linked this site with the download link:guys the living room demo can be downloaded ? I'm dying to try it!![]()
There is no any proof for that.
What I linked is (AFAIK) the Lionhead implementation that they already implemented in U4. I do not know it was maintained or current as of 4.0. Still watching the archive of the 4.1 twitch chat.What you link is something that is the engine, but I don't personally know any confirmation that Lionhead's solution will be in base UE4 engine version available to subscribers.
I thought what was already in the engine but disabled was Epic's initial work on it, and what Epic is adding in (for the Elemental demo and/or for 4.2) is Lionhead's version based on the techniques CryEngine 3 uses.What I linked is (AFAIK) the Lionhead implementation that they already implemented in U4. I do not know it was maintained or current as of 4.0. Still watching the archive of the 4.1 twitch chat.
Elemental Demo is out and its 4GB!
I thought what was already in the engine but disabled was Epic's initial work on it, and what Epic is adding in (for the Elemental demo and/or for 4.2) is Lionhead's version based on the techniques CryEngine 3 uses.
I don't know if I'm right, this is just my best guess from what I have read so far.
Epic has previously researched a real-time GI method called SVOGI with promising results, but it was never quite fast enough. Of all the papers on the subject, Crytek's Light Propagation Volumes seemed like the best solution for our game. It was fast, scalable and could also support reflections and secondary occlusion. However, this method was a DirectX 9 implementation, and we felt we could do even better with modern DirectX 11-class hardware and the power of compute shaders.
We developed an implementation of Light Propagation Volumes, specifically targeted at modern GPUs (such as the one in Xbox One). Our method supports 2nd-Order Spherical Harmonics, which gives better directionality than the original method. We use compute shaders to generate a high quality voxel representation of the scene's geometry, which we use to provide secondary occlusion and multiple light bounces.
Thanks, neat article. The holy grail for me would be purely dynamic lighting and shadowing without having to do any Lightmass baking. Does anyone have insight on whether this would help with that?The LPV stuff that's currently in the engine is an early beta version of what lionhead developed. Apparently 4.2 adds the whole feature set as described on lionheads blog.
After 4.1 I unsubscribed not thinking 4.2 would hit so soon. Guess I will add in another month
After 4.1 I unsubscribed not thinking 4.2 would hit so soon. Guess I will add in another month
Thanks, neat article. The holy grail for me would be purely dynamic lighting and shadowing without having to do any Lightmass baking. Does anyone have insight on whether this would help with that?
Hold on, Stallion was asking about Lionhead's custom global illumination solution, correct? http://www.neogaf.com/forum/showthread.php?t=803730
What you link is something that is the engine, but I don't personally know any confirmation that Lionhead's solution will be in base UE4 engine version available to subscribers.
*edit* Wow, it looks like they are going to add it in.
Also:
The post earlier linked this site with the download link:
http://www.roadtovr.com/new-unreal-engine-4-vr-rollercoaster-demo-shrinks-size-mouse-video/
I don't know if anyone has made a non-oculus release of the realistic lighting demo though.
Thanks! I really want to try the non oculus version. Please, some good soul can do this ?
Well yeah, since it doesn't use their old realtime GI solution anymore (SVOGI)There's a nice Elemental Demo at 4k with a 780 ti on Youtube:
https://www.youtube.com/watch?v=E3hXDxyP8nk
The video maker says it's been downgraded from the original though![]()
I'll do so within a few hours. Maybe also put up the Elemental demo.`
EDIT: There you go:
http://www.mediafire.com/download/4elun3n2p489lz6/Realistic_Rendering.7z
You can use console commands like fullscreen, setres x y for your resolution.
So, I just got UE4. Spent the 19$ and cancelled right after, seems like a good time now that 4.1 is out. I'm currently going through some of the stuff in the ContentExamples project (I don't have any experience with a real game engine like this, all I've done was in Monogame/XNA or SFML) The documentation and sample projects look very promising.
Check out the video of the rollercoaster in that room. You can modify it however you want.In the realistic rendering demo you can't freely move around the room, only in a fixed position, not up or down. Epic fear that we can see polygon edge around the objects ? =/
make sure to sub to the Unreal Engine Youtube channel:
https://www.youtube.com/channel/UCBobmJyzsJ6Ll7UbfhI4iwQ
LOTS of video tutorials
Check out the video of the rollercoaster in that room. You can modify it however you want.
People talking about demo performance (not elemental, just in general?) with high-end overclocked machines is scaring me. 20-50 fps? Reminds me of trying to run the old UDK demos, which seemed nearly impossible to run smoothly no matter how good your system was.![]()