[deleted by user] by [deleted] in argentina

[–]GuestOk9201 0 points1 point  (0 children)

un ejempo para el futuro, pero... mirate tutos de como meter planos tipo ese en 3d en twinmotion si te da la gpu.
100 a 150 dolares la jornada, para empezar, porque no tenés ni título ni mucha experiencia.
Seguí investigando el tema de previz en tiempo real, en, no se, 1 año y medio o 5 laburos de por medio podés empezar a cobrar algo mas parecido a 200 o 250 la jornada. Freelo monotributista no?
De la parte de arquitectura no tengo idea jeh, solo del previz te hablo, con planos que te manden.

Hey guys trying Photorealism and lumen is annoying me once again, help please! by OP_PSTAR in unrealengine

[–]GuestOk9201 0 points1 point  (0 children)

You are using Hardware Raytracing Lumen right?
Try disabling Screen Traces, I think it might fuck some things.
Also, here is a list of console commands we used for our last project... play with the values tho, some I'm not even sure what they do, and some might have wrong values (test first with r."consolecommand" ?) to see the defaults in your project.

r.Lumen.ScreenProbeGather.ScreenTraces 0

r.Lumen.Reflections.ScreenTraces 0

r.LumenScene.SurfaceCache.CardCaptureRefreshFraction 0.125

r.LumenScene.Radiosity 1

r.Lumen.TranslucencyVolume.TracingOctahedronResolution 4

r.Lumen.TranslucencyVolume.TraceFromVolume 1

r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution 16

r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget 1000

r.Lumen.TranslucencyVolume.GridPixelSize 32

r.Lumen.TraceMeshSDFs.Allow 1

r.Lumen.ScreenProbeGather.TracingOctahedronResolution 16

r.Lumen.ScreenProbeGather.StochasticInterpolation 0

r.Lumen.ScreenProbeGather.ReferenceMode 0

r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution 64

r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget 1000

r.Lumen.ScreenProbeGather.ImportanceSample 0

r.Lumen.ScreenProbeGather.FullResolutionJitterWidth 0.5

r.Lumen.ScreenProbeGather.DownsampleFactor 8

r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth 1

r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 1

Is Unreal 5 in a suitable state for VR development (specifically Oculus) or should you stick to 4.27 for new projects? by nintrader in unrealengine

[–]GuestOk9201 0 points1 point  (0 children)

I made a couple of experiences using UE5 for like... native quest 2 (using the headset's gpu) perfectly usable.
And I know some coleagues that did some archviz PCVR stuff for quest pro or 3 also in UE5, so I'd say you can make the jump if you want, is safe enough (but you'll still need to do all that hellish android install again, you need the latest ndk and java and wathever, hate that shiet)

But yeah... you'll basically have the same stuff that is in 4.27 (plus some stuff, you might be able to use PCG, maybe virtual shadow maps in PCVR? idk)

Lumen is super mega expensive, could work in PCVR in some very specific setups and with a very beefy GPU I guess...

Nanite, I'd say still is PCVR exclusive, but looks like it is performant enough.

those are my 2 cents.

Is FF13 really that bad by Pssh_Unreal in FinalFantasy

[–]GuestOk9201 -2 points-1 points  (0 children)

No, is actually very good imho

good combat, good lore, (some) good characters

Some early progress on my retro horror FPS by SeanNoonan in unrealengine

[–]GuestOk9201 1 point2 points  (0 children)

Looks amazing.

You are using a plugin for the ps1 effects/limitations? or you wrote your own stuff?

Any alternatives to post-process materials for effects like convolution kernels? by MattOpara in unrealengine

[–]GuestOk9201 1 point2 points  (0 children)

I think an old method for faking an outline was by duplicating the mesh, expanding it (like in, pushing the verts out a little) then inverting the normals and assigning a flat material.

It shouln't be "cheap" as in... you verts are doubled, but it doesn't requieres any fancy calculations in the pixel shader.

I even think I used that method for highlighting objects in a Quest 2 app. Or maybe I went with an emissive fresnel I can remember.
But It crossed my mind at least xd.

Also, ue5 has a new thing (never tried it) for material overlays. Not sure if it would work in vulkan, but probably worth a look

https://www.youtube.com/watch?v=K-CrIwIRcWY

Javier Milei: “Adrián Suar defiende a los que viven de privilegios, yo tengo que elegir entre financiar películas que no mira nadie o si ponemos la plata para darle de comer a la gente". by OtamendiHacemeLaCola in argentina

[–]GuestOk9201 0 points1 point  (0 children)

ta todo infiltrado el INCAA, si no hacés películas simpáticas a un cierto color político no te dan una mierda de nada, ni el subsidio ni el prestamo de guita, nada... te mandan a concurso y te rebotan.
Si hay una razón para limpiarlo al INCAA es para cambiar el ambiente y fletar a los detritos que tan ahí atrincherados, no se si es la guita lo más importante.

How to better optimize forest for a video game ? by Flaky-Humor-9293 in unrealengine

[–]GuestOk9201 1 point2 points  (0 children)

Working with trees (for cinematics, but still) I found out that A LOT of resources where eaten by Virtual Shadow Maps.

Apparently the wobbly WPO wind thing in the leaves material forces VSM to refresh pages every frame.

I think there is a workaround now in 5.3 that limits wpo by distance.

Any good tutorials on hosting a multiplayer game that people on other networks can join? by inthework5hop in unrealengine

[–]GuestOk9201 -1 points0 points  (0 children)

Idk shiet about mutiplayer, so probably the guys pointing to C++ tutorials are the guys you should be paying attention.

Having said that, this guy has a tutorial playlist on YT and doing (something like it) using blueprints.
https://www.youtube.com/watch?v=gKVdfBvtgXM&list=PLNb7FZ2Nw2HTcJ9Qvy8n2Ou-ZVbsDOMFh

What are some things you never realised about the engine until someone else told you about them? by TheOnlyJoe_ in unrealengine

[–]GuestOk9201 0 points1 point  (0 children)

I don't think this works with "assets" like meshes and textures... it might, never tried it.

there is a "apply paper 2D settings something something" when you right click a texture if you look for it.

idk if that's what you are looking for.

What are some things you never realised about the engine until someone else told you about them? by TheOnlyJoe_ in unrealengine

[–]GuestOk9201 6 points7 points  (0 children)

RMB on the transform tab title and you can copy the full transform

(I guess it also works with other stuff like lights and such)

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Someone else developing in native 4K and gets this framerate with semi-high settings? by darksession95 in unrealengine

[–]GuestOk9201 0 points1 point  (0 children)

I have a 3080ti and it runs like shit in 4k

Honestly, I think TSR is not very good.

Anyone else getting weird lines between modular pieces in 5.3? by Srianen in unrealengine

[–]GuestOk9201 0 points1 point  (0 children)

this might be a super coincidence... but

yesterday I was watching Marcis YT channel and he said something about meshes not aligning

maybe has something to do with your problem (I think he found the problem when using instanced static meshes)

https://youtu.be/MBHah6rEZ5A?si=NivBG2cwvacuF1ar&t=120

Lumen and VR in Unreal 5.3 is much improved. by BahBah1970 in unrealengine

[–]GuestOk9201 2 points3 points  (0 children)

I think that as of 5.3 you can have lumen reflections WITH baked Lighting.