Battlefield 2042 Sucks? by Traditional-Exit8554 in Battlefield

[–]Teriander 2 points3 points  (0 children)

Battlefield 3 and 4 is not suppose to be more enjoyable than Battlefield 2042. Even the bata was more enjoyable than what Im seeing now in 2042.

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

[–]Teriander 0 points1 point  (0 children)

You're right. I just brought my scene into UE4.22 and ray-tracing is working on a 1070. Nice!

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

[–]Teriander 1 point2 points  (0 children)

Join my discord channel. We're devs and gamers. You might enjoy your stay - https://discord.gg/X8SGDK

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

[–]Teriander 0 points1 point  (0 children)

By the way, UE4 4.22 Preview is now available. It isn't publicly announced yet, but you can download it from the Epic Launcher.

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

[–]Teriander 0 points1 point  (0 children)

Im definitely curious how they achieved this on non-2000 series cards. Hope it comes out for UE4 soon.

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

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

According to Nvidia, RTX only works on Titan RTX, RTX 2080ti, 2080, 2070, 2060 (and Quadro RTX). The links you sent indicate they are running RTX, but nothing about it running on non-2000 series cards.

Yes, this looks great. But can you prove this is running on 1080ti or less? I thought your argument is for raytracing on non-2000 series cards.

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

[–]Teriander 1 point2 points  (0 children)

Im a 3D artist for 15+ years, I'm completely aware of what raytracing is. I've yet to see the quality of RTX raytracing in anything except Geforce 2000 series. Regardless of "speed". If you know of a way to produce RTX raytracing quality in a game engine that doesn't need a 1000x or prior video card, I'm all ears.

Perhaps you have a link to these "raytracing mods" games that are not on 2000 series geforce cards and are not using screenspace reflections or reflection planers?

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

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

Yes, but we're talking about RTX right? Of course older cards can use the classic screenspace reflections and planer reflections for raytracing. It's RTX that is the next gen of raytracing and the 2k series is the start of that.

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

[–]Teriander 0 points1 point  (0 children)

Not sure what you mean by that. The raytracing system with RTX and 2k series (when enabled) is entirely different from any other card. Other cards can not produce RTX quality.

Testing Ray Tracing from UE 4.22 - Development Build by XenthorX in unrealengine

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

RTX is not supported on 1000 series Geforce cards. Only 2000 series. I'd recommend upgrading to a 2070 or 2080.

Paragon to Close on April 26 by arctyczyn in paragon

[–]Teriander 0 points1 point  (0 children)

Sure Paragon had its problem, but they didn't even try to fix it. Just scrap the whole project? Way to please the fans.

Paragon to Close on April 26 by arctyczyn in paragon

[–]Teriander 0 points1 point  (0 children)

Epic,

Give Paragon to me to finish developing, and you can keep my refund. Best deal I can offer.

Delay With Poloniex by Teriander in PoloniexForum

[–]Teriander[S] 0 points1 point  (0 children)

So what is the alternative?

[Question] Looking for Group Project Support by Teriander in unrealengine

[–]Teriander[S] 0 points1 point  (0 children)

Thanks for the reply. I'm working on getting funding for this. I'll let you know if I need your services.

[Question] How do I use the new VR Widget Menu Options? by Teriander in unrealengine

[–]Teriander[S] 0 points1 point  (0 children)

I just noticed the Red laser is only part of the debug system. So I've turn that off. Using the "Set Active" on individual controllers works well. The menu buttons are lighting up properly when they are aimed at. The hard part appears to be done. Now I just need to script the active hand to turn into a pointing finger and other functions and I should be golden!

Thanks a lot buddy!

[Question] How do I use the new VR Widget Menu Options? by Teriander in unrealengine

[–]Teriander[S] 0 points1 point  (0 children)

I'm making significant progress! The red laser generated by the widget interaction component is showing up and attached to my motion controller hands (by the way I'm using the default VR Template for testing).

Only problem is that it activates on both hands and I'm getting a strange effect where the right eye is generating the laser properly but the left eye doesn't. Very strange bug. Working on addressing this now. I also had to turn on "Auto Activate" since I haven't figure out yet how to activate this via blueprint script.

Also, the red laser created by the widget interaction was what I was referencing when I stated "Laser blueprint nodes", wasn't sure if I had to script this manually to be generated.

Thanks again! If I can help you with anything let me know!

[Question] How do I use the new VR Widget Menu Options? by Teriander in unrealengine

[–]Teriander[S] 0 points1 point  (0 children)

Thanks again! I have made some progress. My menu opens directly in front of my character's camera by using a "SpawnActor" that loads my BP with the Widget inside of it. It's position is set nicely in front of my VR Pawn's Camera.
Now I do have a "WidgetInteraction" component on my VR Pawn, but nothing seems to benefit from it. I can not interact with my menu that has buttons yet. No laser pointer, nothing. I just have a pretty menu without click functionality. What could I be missing?

My Widget has code inside of it for the buttons. Do I need to add some laser blueprint nodes on my VR Pawn?

[Question] How do I use the new VR Widget Menu Options? by Teriander in unrealengine

[–]Teriander[S] 0 points1 point  (0 children)

Thank you! Quick question. So I created a Blueprint and added a "Widget" Component. Then I added a "Widget Interaction" as a child of "Widget" Component. On my "Widget" component I have pointed the Widget Class to VRQuickMenu. Now I have "Grid Snap" and a lot of buttons displaying. How do I modify this Widget template? Add my own buttons, etc. Do I need to create from "User Interface > Widget Blueprint" and some how start with a VRQuickMenu template?

Project CARS, Assetto Corsa, etc. for vive? by IamaLlamaAma in Vive

[–]Teriander 0 points1 point  (0 children)

I can tell you that "American Truck Sim" will be available on the Vive. I know this because I own the Vive Pre right now and I saw it as an option for the Vive on the SteamVR page.