* put r.DistanceFieldGI=1 in the [Startup] section of Engine\Config\ConsoleVariables.ini\ConsoleVariables.ini
* Enable GenerateMeshDistanceFields in the project settings under Engine -> Renderer, restart editor (same for all distance field lighting)
* Place a skylight, change Mobility to Movable. This is required even for GI at the moment.
* Place a directional light, change Mobility to Movable
The FPS isnt great to be honest ^^ I think I clock in at around 8-10 but I have e realativ old GPU(670) So I think with better GPU it should be quite an improvement
If I disable the distancefield AO and turn the skylight to stationary I can get 25-30 fps so its really mostly lighting that eats up performance.
But this was more for fun and just trying to push it Sitting around optimizing and all that comes with it on a daily basis so its fun to go a little nuts
Could probably be if I partially baked the skylight But its a little easier to just leave it to be dynamic.
So yeah its not at all impossible to get it running at good fps Would probably do that if I decide to release the map, but dont have the time for that at the moment
Superb work, man! I don't think I've even seen many works with SpeedTree match this level of work. Not only achieves a nice realism, but it has a nice aesthetic to its organic touch that even procedural generation can miss.
Just one question (if it's not been asked already): Are you using any Subsurface Scattering with the leaves?
Here is the new video as well Too bad Youtube puts a crap filter all over it no matter what I do from my side... It kind of ruins the whole thing but oh well...cant do anything about it
Yeah, it's the bitrate limit of 1080p youtube, making a 1440p/4k video and asking people to use it is the only way to get around it.
Hi! I'ts download able? I can't see any downlaod links in here if it is please link to me some or it isnt pls tell me what time able to download, cuz i remake Star Wars Battlefront in Unreal Engine
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How's it handling on fps?
I followed these steps:
* put r.DistanceFieldGI=1 in the [Startup] section of Engine\Config\ConsoleVariables.ini\ConsoleVariables.ini
* Enable GenerateMeshDistanceFields in the project settings under Engine -> Renderer, restart editor (same for all distance field lighting)
* Place a skylight, change Mobility to Movable. This is required even for GI at the moment.
* Place a directional light, change Mobility to Movable
The FPS isnt great to be honest ^^ I think I clock in at around 8-10 but I have e realativ old GPU(670) So I think with better GPU it should be quite an improvement
If I disable the distancefield AO and turn the skylight to stationary I can get 25-30 fps so its really mostly lighting that eats up performance.
But this was more for fun and just trying to push it Sitting around optimizing and all that comes with it on a daily basis so its fun to go a little nuts
To bad it isn't runnable in realtime.
Could probably be if I partially baked the skylight But its a little easier to just leave it to be dynamic.
So yeah its not at all impossible to get it running at good fps Would probably do that if I decide to release the map, but dont have the time for that at the moment
Just one question (if it's not been asked already): Are you using any Subsurface Scattering with the leaves?
AWESOME work!
Yeah, it's the bitrate limit of 1080p youtube, making a 1440p/4k video and asking people to use it is the only way to get around it.
@Macrow Yes I'm using subsurface I have a subsurface channel for all my vegetation textures and can control the color/intensity of it per asset
@ZacD ah yeah Im going to try to render out a higher res video and see if I can force a better bitrate
@Jack M. I already tried that but results are roughly the same and it doesnt support 1080 or 60 fps so I didnt feel that was worth it
Yeah that would be an option as well Will try it out this weekend!