Unreal Engine 4

Discussion in 'Tools and Software' started by Dominik D, May 17, 2012.

  1. milk

    milk Like Verified
    Veteran Regular

    Joined:
    Jun 6, 2012
    Messages:
    3,680
    Likes Received:
    3,731
    Even more reason to not think they'd be rendering multiple polys per screen pixel. The win of procedural geometry and dynamic LOD systems such as tesselation is generating exactly as much detail as you need and NOTHING MORE.
     
  2. Benetanegia

    Regular Newcomer

    Joined:
    Sep 4, 2015
    Messages:
    393
    Likes Received:
    423
    We lack info and context on the provided amount of polys. The demo has these fairies or whatever they are, which emanate a huge amount of particles, do those count? There's lots of foliage, overlapping trees etc. Lots of overdraw, so knowing if the provided number is after culling or not is essential to making any claims.

    Like I said, I really think the provided number is pre-culling, so it wouldn't be multiple polys drawn per pixel in that case. If you are aiming to highest detail posible, I don't think you have that much control as to control that you don't surpass 1 tri/pixel anywhere, pre-culling, especially in a scene with so much geometry overlap and overdraw.

    EDIT: And for what it's worth I also personally question whether or not they would care that much about too many tris per pixel in a raytracing demo. If raytracing happens to be the bottleneck and runs asychronously to rasterization, being efficient on the fastest path would be kinda pointless for a demo intended to show how pretty it can be.
     
  3. SlmDnk

    Regular

    Joined:
    Feb 9, 2002
    Messages:
    650
    Likes Received:
    374
    Refined and more in-depth version of that talk:

     
    Dictator, OCASM and pharma like this.
  4. OCASM

    Regular Newcomer

    Joined:
    Nov 12, 2016
    Messages:
    921
    Likes Received:
    874
    DMM-like physics in UE4:
     
    Shifty Geezer and milk like this.
  5. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,597
    Likes Received:
    841
    Location:
    Finland
    Looks like UE 4.23 will have some very interesting features.
    Virtual texturing came to latest builds few days ago and it looks like it can be used to do all the fun things like runtime decal baking etc.
    Nice, thanks. :)
     
    milk likes this.
  6. Malo

    Malo Yak Mechanicum
    Legend Veteran Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,279
    Likes Received:
    4,712
    Location:
    Pennsylvania
    Really interesting talk, watched the whole thing.
     
  7. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,597
    Likes Received:
    841
    Location:
    Finland
    Finally got 4.23 working on my machine. (Previously DX12 and raytracing caused crashing.)

    Imported couple of 8k textures to basic scene and they came in directly as virtual textures.
    I haven't found a way to display memory use yet, but will fiddle around more in future.

    Raytraced reflections now have option in which you can use reflection probes instead of secondary bounces, so no more black reflections after first bounce.
    Performance drop when using low resolution for raytracing is not that bad even on RTX2070 and gives nice specular occlusion etc..
    As far as I know there is no SSR+RTR yet.. but I can see it to work decently in combination with very low RT resolution.. basically reflections would go more blurry when SSR ends instead of vanishing.
     
  8. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,597
    Likes Received:
    841
    Location:
    Finland
    Unreal Engine 4.23 released.

    Includes
    Chaos Destruction beta
    Improvements to Raytracing. (GI quality, fallback to cubemaps for raytraced reflections for last ray etc.)
    Virtual Texturing Beta. (Includes realtime material combinations for RT texture, should be amazing for landscapes. (Possibly light baking... not sure if possible yet.))

    They also fixed/improved the shadow map bias settings. (Something that did pop-up in their forums once in a while for very long time..)
    [​IMG]
     
  9. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,511
    Likes Received:
    4,129
    Yeah, that annoying bug was always present in any UE4 game, it was epsecially noticeable on exposed character parts, like legs, necks, thighs .. etc. I wonder if that fix will find it's way to UE4 games already released!
     
  10. pharma

    Veteran Regular

    Joined:
    Mar 29, 2004
    Messages:
    4,204
    Likes Received:
    3,390
    September 5, 2019
    https://www.unrealengine.com/en-US/...acing-in-unreal-engine-part-1---the-evolution
     
  11. milk

    milk Like Verified
    Veteran Regular

    Joined:
    Jun 6, 2012
    Messages:
    3,680
    Likes Received:
    3,731
  12. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,597
    Likes Received:
    841
    Location:
    Finland
    Nice.
    There is mention about UDIM support in dev-rendering branch, should be nice for many artists.
     
    #192 jlippo, Sep 9, 2019
    Last edited: Sep 9, 2019
    pharma and Dictator like this.
  13. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,597
    Likes Received:
    841
    Location:
    Finland
    #193 jlippo, Sep 19, 2019
    Last edited: Sep 20, 2019
    TheAlSpark and pharma like this.
  14. JoeJ

    Veteran Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    1,139
    Likes Received:
    1,291


    Quixel free for all U4 projects... really? World domination secured :O
     
    chris1515, Malo and pharma like this.
  15. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,597
    Likes Received:
    841
    Location:
    Finland
    Yup, very nice.
    Starting to fumbling with quixel and virtual textures, should be quite nice combination.
     
  16. SlmDnk

    Regular

    Joined:
    Feb 9, 2002
    Messages:
    650
    Likes Received:
    374
  17. Malo

    Malo Yak Mechanicum
    Legend Veteran Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,279
    Likes Received:
    4,712
    Location:
    Pennsylvania
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...