Lighting and Reflection questions
I have gone through all lighting/decal/etc documentation and most features and have following questions/looking for confirmation on theories:
A - Reflection Actors
B - Lighting
C - Decals
D - Particles
Minor bug by the way (found it too minor to make a report for), the console suggests I type "stat d3d11d3d11" which is the wrong command.
asked Mar 11 '14 at 02:57 AM in Using UE4
ue4-archive ♦♦ STAFF
The amount of overdraw of the reflection captures affects GPU time, similar to particles. Overdraw happens inside the influence radius. We're going to add a viewmode to visualize this. The number of reflection captures affects load time and how much video memory is used. In the future we are going to save the reflection captures to disk so they won't get recaptured on every load.
It means a maximum of 341 in a given world at once. Reflection captures currently don't work correctly with streaming levels, this needs to be fixed.
Currently we build levels with all Stationary lights (except where needed movable for gameplay). Only the most important lights have bCastDynamicShadow enabled, all the rest have that disabled so that they don't cost much. Static lights have very poor quality on characters so we don't use them at all.
This method needs to be improved though, because it's very difficult for level designers to tell where all their shadow cost is coming from, and to manage this character lighting setup via bCastDynamicShadow settings. It's easy to explode your shadow cost by just throwing in some overlapping stationary lights and a bunch of large dynamic objects.
This is a result of the way Lightmass calculates indirect lighting right now which needs to be improved. I'm not aware of any way you can work around it in content, unless lowering the StaticLightingLevelScale helps (that makes builds longer though).
They do have an impact, its just much less than the forward decals in UE3. Basically they mainly cost in GPU time due to overdraw, just like lights, reflection captures and particles. This is because they are rendered deferred. Note that these deferred decals have some serious restrictions: they don't work on dynamic objects, and they don't affect indirect lighting (although this last one may be fixed).
I will fwd to someone else for the exporter question.
We don’t have this available for beta users. We are currently looking into what extras we want to include for Rocket betas.
Unfortunately there currently isn't as Max does not have a built-in fluid simulation engine. Some licensees have already ported the exporter to their in house tools as the code is pretty straightforward and the .fga is in human readable ASCII format. You could do the same thing for Fume FX or for other plugins should you want to.
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