JonnyDBrit
Member
Yes, there is one level lower (Low). I can grab a screenshot from this a bit later.
Please and thank you, much appreciated. It's useful for providing context, especially with how the forum minimises this stuff.
Yes, there is one level lower (Low). I can grab a screenshot from this a bit later.
I can check the framerates, but I have a i7 6700k and a 980ti, I don't know how relevant it can be?
The edges on those shadows look like saw blades. Jesus....Street Fighter V on low settings running at a glorious 1062x598 (66% of 720p).
Scaling up 50% and scaling right back down seems like it would be pretty bad on top of wasteful. Trying something similar with a bit of SNES,
though it would differ based on how the scaling is done.
I can check the framerates, but I have a i7 6700k and a 980ti, I don't know how relevant it can be?
Materials are set to High on Epic and High and Medium on Medium. I don't know if that will work on Switch, we don't have info about it.
This isn't how it will look on Switch, this is just to reflect the differences between the different effects settings.
Someone dumb it down.
Getting a bit off topic, here, but I find it quite interesting that the material properties change so much from one setting to the other (eg the reflectivity of the doors). I'd expect some differences in how things like this are implemented (eg cube maps on low settings, SSR on higher settings), but the general material properties should be roughly the same regardless of settings, and it's certainly odd that the door on the left goes from diffuse to reflective and back to diffuse again as you go up the settings.
Street Fighter V on low settings running at a glorious 1062x598 (66% of 720p).
I get the curiosity, but don't get carried away and put too much weight into screens from a project meant to showcase small-scale detailed static scenes, especially when you don't know what the scalability groups stand for.
They are basically the engine scalability settings for UE4. I haven't used the UE4 editor much TBH, I have only poked around with it a few times, so I have no idea what "2" is for say +CVars=sg.ViewDistanceQuality in relation to what the setting options are. I'm sure there are a few UE4 experts lurking here who knows what that means.
But here is a much more detailed article from Epic's own website: https://docs.unrealengine.com/lates...ity/ScalabilityReference/#scalabilitysettings
No? I'm not sure if you actually got what we meant, but here's an example setup:
The engine output resolution (as in the final framebuffer the engine delivers to the API or directly to the screen) in both cases is 1080p and the internal resolution refers to the render resolution of the 3D camera projection:
Docked: Internal Resolution is 1920x1080 and SlateUI is 1920x1080, so both are natively rendered in the output resolution.
Handheld: Internal Resolution is 1062x598 (66% of the engine output resolution) and SlateUI is 1920x1080.
The "twice scaling" should by all means be a non-issue (the engine doesn't handle downscaling the 1080p framebuffer for the handheld screen) and keeping the internal resolution the same can simply be an easier way of keeping things in line (especially when it comes to creating a pixel perfect, single-configuration UI in UMG).
I will check again and look a bit more into the details a bit later. Maybe I missed something.
Ah, I stand corrected. Isn't that a bit... odd? You're basically losing detail by scaling twice, but getting a supersampled UI. It doesn't seem like a worthwhile trade-off, even ignoring any performance impact from the scaling itself. Is this just the simplest way of implementing the resolution difference (from a UE4 config point of view), or are these just dummy variables for the sake of dummy variables, as they expect every developer to choose all these settings manually, anyway?
Getting a bit off topic, here, but I find it quite interesting that the material properties change so much from one setting to the other (eg the reflectivity of the doors). I'd expect some differences in how things like this are implemented (eg cube maps on low settings, SSR on higher settings), but the general material properties should be roughly the same regardless of settings, and it's certainly odd that the door on the left goes from diffuse to reflective and back to diffuse again as you go up the settings.
They are basically the engine scalability settings for UE4. I haven't used the UE4 editor much TBH, I have only poked around with it a few times, so I have no idea what "2" is for say +CVars=sg.ViewDistanceQuality in relation to what the setting options are. I'm sure there are a few UE4 experts lurking here who knows what that means.
+CVars=sg.PostProcessQuality=2
(second setting from left)
No? I'm not sure if you actually got what we meant, but here's an example setup:
The engine output resolution (as in the final framebuffer the engine delivers to the API or directly to the screen) in both cases is 1080p and the internal resolution refers to the render resolution of the 3D camera projection:
Docked: Internal Resolution is 1920x1080 and SlateUI is 1920x1080, so both are natively rendered in the output resolution.
Handheld: Internal Resolution is 1062x598 (66% of the engine output resolution) and SlateUI is 1920x1080.
The "twice scaling" should by all means be a non-issue (the engine doesn't handle downscaling the 1080p framebuffer for the handheld screen) and keeping the internal resolution the same can simply be an easier way of keeping things in line (especially when it comes to creating a pixel perfect, single-configuration UI in UMG).
Isn't 2 the third from left? It goes 0,1,2,3 doesn't it?
Now put them all together into one image. Also is this just for scaling? Could someone sacrifice on thing to heighten another?
Street Fighter V on low settings running at a glorious 1062x598 (66% of 720p).
Ah right, sorry. It's indeed 1280x720p, rather than one I copied from someone else's postIn UE4, 66% screen percentage means 66% of the output resolution dimensions, not the area. So it renders at 720p (66% of 1080p).
Well, I mean, I don't know if it's a technical marvel or anything, but UMvC3 on Vita is quite an impressive port.
You can even cross play with PS3 people iirc. Considering the Vita hardware and how superior the Switch will be to it, I wouldn't discard anything.
Those Tekken 6 ports are bespoke versions specifically made for that hardware. If they make a Tekken game on the Switch they aren't just gonna take the arcade game and flip a few settings.
Yeah it is, I made a mistake. I edited my post to change that. The handheld setting should be image number two and the docked mode should be image number three.
Ah right thought so from looking at the UE4 documentation earlier. Very useful post giving a idea about the difference between mobile and docked. Might I suggest you keep the info about which is which at the bottom of each image though (second/third from left ect).
So almost every part of the game will get scaled down? Not purely the resolution?
UE4 layman here. So what are the actual differences between UE4's mobile vs. full rendering? How is the Switch's use of lower settings on the full renderer better than if it was just using the mobile one?
From what I can tell it seems all of those settings along with resolution (ScreenPercentage) will scale between handheld mode and console mode. Rather than just resolution as some thought.
So almost every part of the game will get scaled down? Not purely the resolution?
UE4 layman here. So what are the actual differences between UE4's mobile vs. full rendering? How is the Switch's use of lower settings on the full renderer better than if it was just using the mobile one?
UE4 layman here. So what are the actual differences between UE4's mobile vs. full rendering? How is the Switch's use of lower settings on the full renderer better than if it was just using the mobile one?
I just posted a few comparison's a few posts up: http://www.neogaf.com/forum/showpost.php?p=226982423&postcount=259
It should give you some basic ideas between the differences between the two modes.
You seem to be confusing "handheld" with "mobile." UE4 has a separate renderer specifically for mobile devices (someone more tech-adept than me can better explain how exactly how it's different), whereas even in handheld mode, Switch is apparently using the same high-end renderer that PS4/XB1/PC use, albeit on reduced settings.
Yes, the geometry setup or front end of the render pipe is directly tied to the clock.
You seem to be confusing "handheld" with "mobile." UE4 has a separate renderer specifically for mobile devices (someone more tech-adept than me can better explain how exactly how it's different), whereas even in handheld mode, Switch is apparently using the same high-end renderer that PS4/XB1/PC use, albeit on reduced settings.
It puts an end to "UE4 runs on mobile too so Switch isn't that impressive" counter argumentsSo is this good news or bad news?
To add to this is there any evidence whatsoever that UE4 will take advantage of the FP16 secret sauce?
UE4 is apparently optimized for it.
You seem to be confusing "handheld" with "mobile." UE4 has a separate renderer specifically for mobile devices (someone more tech-adept than me can better explain how exactly how it's different), whereas even in handheld mode, Switch is apparently using the same high-end renderer that PS4/XB1/PC use, albeit on reduced settings.
The full renderer is available on mobile too, but it's restricted to Metal on iOS, OpenGL ES 3.1 and Vulkan devices. The limited renderer is intended for OpenGL ES 2 and WebGL.
That makes sense. On a related note, does 2nd-gen Maxwell/Pascal render polygons 1 polygon/Hz or 2 polygons/Hz like GCN GPUs?
Ah yeah, that makes sense now. I bet the Switch is going to be using the full renderer through Vulkan. Though it probably also supports OpenGL ES 3.1 too.
The OS is listed as "Nintendo OS" and it passes the Vulkan 1.0.1.0 CTS.
The certification passing was yesterday, 18 December. Additionally, the Nintendo Switch is also listed as hitting OpenGL 4.5 and OpenGL ES 3.2 conformance.
Yes, there's support for FP16 due to mobile support, where it's pretty much mandatory.
The full renderer is available on mobile too, but it's restricted to Metal on iOS, OpenGL ES 3.1 and Vulkan devices. The limited renderer is intended for OpenGL ES 2 and WebGL.
There have been demos of UE4 using the "full" renderer on Shield devices since its inception, so UE4 is no strange to Tegra.
Oh this is good it goes from high (docked) to medium (undocked), and drops the screen resolution by 66% from 100%
Yes, there's support for FP16 due to mobile support, where it's pretty much mandatory.
The full renderer is available on mobile too, but it's restricted to Metal on iOS, OpenGL ES 3.1 and Vulkan devices. The limited renderer is intended for OpenGL ES 2 and WebGL.
There have been demos of UE4 using the "full" renderer on Shield devices since its inception, so UE4 is no strange to Tegra.
I think is good... But is a Nintendo+Technical thread....so.. is not going to end well, just watch.So is this good news or bad news?
Oh ok. Thanks for the explanation. Assuming that the Switch has a 256 Core GPU, how will the undocked/ docked geometry performance compare to the Wii U's ? How about the others?On paper, GCN is 1 tri/clk per geometry engine. Tahiti is 2/clk because it has 2, Hawaii/Tonga/Polaris 10 are 4 because they have 4 engines.
Anyways, a paper comparison doesn't help because of culling rates. nV has generally done a better job there, so the rates are somewhat higher per raster engine on Maxwell/Pascal.
RSX was particularly bad there (1tri/2clks on paper) hence all the work done via SPEs for culling, but WiiU also had a slightly faster core clock than PS360.Oh ok. Thanks for the explanation. Assuming that the Switch has a 256 Core GPU, how will the undocked/ docked geometry performance compare to the Wii U's ? How about the others?
IIRC, the geometry performance for the Wii U on paper was just a little higher than the 360/PS3, and it didn't have an efficient tesselation unit like what the newer console have.