Seite 14 von 15 ErsteErste ... 412131415 LetzteLetzte
Ergebnis 131 bis 140 von 146

Thema: Unreal Engine 4

  1. #131
    Semi Pro
    PotW Gewinner: 3
    Avatar von ReVan1199
    Registriert seit
    02.07.2009
    Ort
    Irgendwo im Nirgendwo
    Beiträge
    1.839

    Standard

    Ja es funktioniert, scheint aber irgendwie sehr langsam zu sein(SSD...). Wenn ich eine Vegetation setze, habe ich im Taskmanager beobachtet, das es kurzzeitig einfach mal 2-3GB RAM beansprucht, wo es vorher mit 900MB lief.

    EDIT: Hill_Tree_02 scheint irgendwie nicht zu gehen.
    Geändert von ReVan1199 (05.04.2015 um 16:22 Uhr)

  2. #132
    Prophet Avatar von SplitTongue
    Registriert seit
    07.03.2008
    Ort
    Kehl / Straßburg
    Beiträge
    7.323

    Standard




  3. #133
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    Unreal Engine 4.8 Preview

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.8 release. We may not be able to provide additional information about updates at this time.


    • SteamVR: HTC Vive support!
    • Support for the new Morpheus hardware and SDK, including 120Hz reprojection
    • Major rendering optimizations for landscape and foliage in huge worlds (e.g. hierarchical foliage culling and rendering)
    • Grass Rendering System for landscapes. Optimized for drawing huge amounts of grass and ground clutter with temporal LOD cross-fading.
    • Procedural Foliage System (Experimental Preview), for automatic object placement in huge environments
    • Depth of Field effects have been improved to be more physically-based.
    • Motion Blur has been improved to be more realistic
    • Morph Target Animations can now generate Motion Blur (new optional Project and Material setting.)
    • New Tone Mapper with more filmic look and standardized parameters
    • Foliage Rendering optimizations, including occlusion culling support.
    • Hierarchical LOD System, for auto-clustering of actors and auto-merging of meshes/materials
    • Network Replays: Rewind support, and Live Time Scrubbing (see ShooterGame example.)
    • Web Browser UI Widgets for Unreal Motion Graphics (desktop platforms only)
    • Unreal Motion Graphics UI Editor: Many improvements (split screen support, animation workflows, device preview, full screen drag and drop.)
    • Foliage Editor UI has been redesigned to be easier to use
    • Paper2D: Tile Map Collision Authoring (Early Access)
    • Paper2D: 2D Editing mode with transform gizmo
    • Paper2D: Normal mapped sprites, and multiple textures per sprite
    • Plugin Creation Wizard (Experimental Preview). Create new editor plugins easily, thanks to Karolz on GitHub!
    • Global Editor Settings. Your window layout (and many other settings) is now remembered across all projects
    • Ctrl+Tab Window Switcher, to quickly navigate between any editor window or tab
    • In-world Component Editing: Per-instance Blueprint component property editing support
    • Blueprints: Many stability and workflow improvements. This was a major focus of the 4.8 release.
    • Blueprint Graph Wire editing (move wires with Ctrl+click, easily reroute with double-click, alt+click to remove.)
    • New Procedural Mesh Component (Early Access), for easily creating 3D meshes at runtime using Blueprints or C++
    • Static Mesh Editing: Automatic Convex Collision generation has been greatly improved (V-HACD)
    • Many new features exposed to Blueprint Scripting, include all major Game Mode features.
    • Asset Size Mapper: Visualize the memory footprint of game assets in an interactive tree map UI
    • Data Table Editor has been improved for faster iteration on spreadsheets
    https://forums.unrealengine.com/show...ne-4-8-Preview

  4. #134
    Semi Pro
    Registriert seit
    09.09.2008
    Ort
    MV
    Beiträge
    1.372

    Standard

    endlich, erstmal Laden und ausprobieren

  5. #135
    Prophet Avatar von SplitTongue
    Registriert seit
    07.03.2008
    Ort
    Kehl / Straßburg
    Beiträge
    7.323

    Standard




  6. #136
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard


  7. #137
    Administrator Avatar von warpspeed
    Registriert seit
    22.01.2006
    Ort
    Hessen, Germany
    Beiträge
    8.288

    Standard

    Zwar noch im frühem Stadium aber ganz nett .

    Greetings... WarpSpeed FORENREGELN/FORUMRULES

    AMD Ryzen 9 7950X @ 5.5 GHz - Corsair DIMM 64 GB DDR5 @ 5600 MHz - ASRock X670E Taichi Carrara - ZOTAC NVIDIA GeForce RTX 4090 AMP Extreme AIRO - Creative Soundblaster AE9-PE - Cooler Master V1200 Platinum (Netzteil) - Corsair iCUE H170i Elite Capellix - Monitor-1: Acer Predator CG437KP (43" 4k G-Sync Monitor) / Monitor-2: HTC Vive VR - Sharkoon Skiller SGK60 - Logitech G502 Proteus Core - Thrustmaster T500 - RaceRoom Sitz -Thrustmaster Hotas X - MS XBox Gamepad

  8. #138
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard

    Unreal Engine 4.9 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.9 release. We may not be able to provide additional information about updates at this time.


    • Editor Updates:
      • You're now able to use advanced search syntax when performing searches in the Content Browser
      • Improvements to the usability and robustness of Collections, including nested collections, dynamic collections, and more

    • Blueprint Updates:
      • Optimized Math Expression node is now more performant than regular nodes
      • Functions can now have Multiple Return Nodes
      • Construct Object From Class node lets you spawn baser object types
      • Get Class Defaults node gives access to Blueprints' values without having to create an instance
      • Level Blueprints can now be communicated with via interfaces using the Get Streaming Level node
      • Asset ID and Class Asset ID are two new data types exposed to Blueprints

    • Core Updates:
      • Runtime Asset Cache is a generic asset cache system that can be used to persistently store data generated during runtime in configurable asset buckets

    • Framework Updates:
      • Sound Quality Levels give sound designers the ability to manage audio memory usage and some performance
      • Asynchronous Real-time Audio Decompression available on supported platforms
      • You can now define your own custom curve for attenuating sounds rather than simply being limited to the built in algorithms
      • You can now specify an interval at which a tick function will be executed
      • Improvements to Actor encroachment detection
      • The Montage Element Timing Interface helps you control the order that Montage events fire
      • We now support many different blending functions between animation poses and transitions
      • Hierarchical LOD improvements including preview builds and the HLODVolume
      • We support Metadata that can be added to animation assets now, derived from UAnimMetaData
      • Bone driven controllers allow you to adjust one or more components of a Driven bone based on the motion of a component of the Driver bone

    • Mobile Rendering Updates:
      • Dynamic Point Lights are now supported
      • Dynamic Character Shadows can be used with otherwise static lighting and shadowing
      • Decals are now supported

    • Platform Updates:
      • TADP replaced with NVIDIA AndroidWorks for Windows and Mac OSX
      • HTML5 SDK 1.30.0 is now included with the Engine distribution

    • Rendering Updates:
      • Improvements to Blendables, including Blueprint interaction via the Add or Update Blendable node
      • The Collision module on GPU particle emitters has a new property called 'Collision Mode' where you can specify 'Distance Field'
      • Distance Field Ambient Occlusion quality and performance improvements
      • There are two new nodes to access the global distance field properties within the material editor
      • Area shadows for stationary lights
      • The new Ambient Occlusion Material Mask feature lets you access Lightmass calculated AO in your material

    • VR Updates:
      • Motion Controller devices like the Vive SteamVR Controller, the Sony Move, and others will now all be available through a common interface
      • Major SteamVR Updates

    • Additional details and bug fixes will be communicated in the full Release Notes for 4.9!



    Quick Notes:

    • UE 4.9 does not support Visual Studio 2015. For additional information, please view this thread.
    • UE 4.9 is expected to run on Windows 10, but has not been thoroughly tested.
    • DX12 is still very experimental with 4.9, but it can be enabled by running the editor with the -D3D12 parameter on Win 10.
    https://forums.unrealengine.com/show...676#post342676
    Geändert von Mr.H0n$3L (28.07.2015 um 22:10 Uhr)

  9. #139
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard


  10. #140
    Semi Pro
    PotW Gewinner: 2
    Avatar von Mr.H0n$3L
    Registriert seit
    12.06.2010
    Ort
    Nordhausen
    Beiträge
    2.487

    Standard


Seite 14 von 15 ErsteErste ... 412131415 LetzteLetzte

Stichworte

Berechtigungen

  • Neue Themen erstellen: Nein
  • Themen beantworten: Nein
  • Anhänge hochladen: Nein
  • Beiträge bearbeiten: Nein
  •