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Unreal Engine 4 Thread

Durante

Member
Has anybody ran into any strange differences between Play In Editor and Standalone Game?
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.

For example, since the .dll is only loaded once, any static variables you use in any of your translation units will only be initialized on first startup of play in editor, and maintain their previous value on subsequent starts.
 

Blizzard

Banned
That seems like a weird comparison with the blue sky and building in one case versus gray sky in the other. The most striking differences come from having that sky. Some of the floor shadowing looks cleaner.

And yes, the sun shadows look similar. Baking isn't going to help you much in a subway scene unless the trains are permanently stopped, right? And that's silly. Society needs moving trains! Making a post-apocalyptic PARKED train would be most unfortunate.
 

DieH@rd

Banned
wip2.jpg


http://www.dualshockers.com/2014/04...eal-engine-4-gives-a-taste-of-things-to-come/
 

Raide

Member
Spent some time with UE4 and I love it, eve if I get utterly stuck and have to watch Tutorials. How the system works alongside the Blueprint system is really nice, even if I am only just scratching the surface. Some nice simple things I can do that make me laugh and think "Thats pretty cool!"

Having to get my thinking inline with a more programming focus is harder than I thought. Now I have to think about what I need to do and how to make it do that.
 
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.
 
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.

It's not publicly available, you still have to license their software. Middleware companies will announce that they support Unreal Engine 4, but just because they support it doesn't mean you get access to it for free. Any integration announcements prior to UE4 going public is pretty much strictly for people who have licensed UE4 professionally. We licensed Enlighten (Frostbite's / Battlefield's lighting engine) for Primal Carnage: Genesis and it worked out great. I'm sure with the advent of UE4 going public, you'll start to see some middleware offer some indie licensing terms in the future. As for right now though, you're pretty much limited to stock UE4 features.
 

Tain

Member
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.
 

Blizzard

Banned
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.
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.
 

Kevin

Member
Wow that Roller Coaster demo graphics look damn near real. Unreal Engine 4 must be pretty damn powerful to output visuals like that already.
 
Wow that Roller Coaster demo graphics look damn near real. Unreal Engine 4 must be pretty damn powerful to output visuals like that already.

It is a demo included in Unreal Engine 4, called Realistic Rendering I think. You probably can find normal videos of it too.

It looks good, but it is small and nothing is dynamic. It looks pretty but it quickly gets unimpressive.

The engine definitely is powerful though.
 

Durante

Member
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!
 

Blizzard

Banned
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!
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. ;_;

I've heard from two different places that it's possible to configure the render target for higher resolutions, and downsample on the fly. I haven't heard exactly how to set that up though, or if it causes any issues with overlays like text and GUIs.
 

Blizzard

Banned
-- Yep, it's still in development and buggy with thin walls (light leaks) so you have to do a little work to enable it.
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.
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


Also:
guys the living room demo can be downloaded ? I'm dying to try it! :D
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.
 

Tzeentch

Member
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.
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.
 

Blizzard

Banned
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.
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.
 

EVIL

Member
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.

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
 

Blizzard

Banned
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
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?
 
After 4.1 I unsubscribed not thinking 4.2 would hit so soon. Guess I will add in another month

I did exactly the same thing, unsubbed after 4.1 hit. Dammit Sweeney, you know how to make a man double dip alright.

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?

Lightmapping won't at all be necessary, all the bullshit baked shadow errors (should) be gone, pure bliss... It'll probably work the same way as Cryengines Dynamic GI.
 

luca_29_bg

Member
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 ?
 

Blizzard

Banned
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. :p
 
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.
 

Bollocks

Member
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.

make sure to sub to the Unreal Engine Youtube channel:
https://www.youtube.com/channel/UCBobmJyzsJ6Ll7UbfhI4iwQ
LOTS of video tutorials
 

luca_29_bg

Member
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 ? =/
 

Blizzard

Banned
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 ? =/
Check out the video of the rollercoaster in that room. You can modify it however you want.
 

luca_29_bg

Member
Check out the video of the rollercoaster in that room. You can modify it however you want.

yes but not in the standard realistic demo nope, i can go only in one direction, no zoom,no up or down, nothing. I don't understand the purpose of realistic graphic if i can't watch it carefully up close :D
 

belmonkey

Member
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. :p

The Elemental demo didn't seem to take much of a hit going from 1080p to 4k

1080p: Min 42 Avg 52 Max 62 in 1080p.

2160p: Min 25 Avg 42 Max 56

(780 ti + i7 4770k)

I wonder what the deal is.
 
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