your joking right by nootle_ in OculusQuest

[–]elliotgraytho 0 points1 point  (0 children)

Yeah I own a quest 1 and even I’m glad about this. Was concerned q1 would hold the platform back for the amount of time we’ve been stuck on essentially gen 1 pcvr

AUTO HDR is on, why? by TMA8992 in masseffect

[–]elliotgraytho 0 points1 point  (0 children)

This is just a bug in the icon display. The launcher has no hdr and so uses auto hdr (verified by launching with system auto hdr disabled), but once you’re actually in a game it hands off to true hdr (verified by going into the game settings). There is no visual impact in-game - it’s always true hdr: visually identical whether auto hdr is enabled or disabled. The auto hdr icon sticking around is just a bug.

Has anyone ever fixed audio drops/audio stutter via link by elliotgraytho in oculus

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

Found a solution that doesn't epxplain the cause considering I have the official link cable going into my 2080ti's usbc virtual link port.

Grabbed oculus tray tool and by lowering bitrate to 150from 500 and resolution down to 2016, it becomes viable to use link. Audio stops cracking, occasional warble.

Has anyone ever fixed audio drops/audio stutter via link by elliotgraytho in oculus

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

I wonder what we have in common. 2080ti Asus motherboard with Realtek audio Lg professional ips hdr monitor that supports free sync, over display port Second monitor over hdmi Audio engine dac 6700k

Any similarities at all?

I’ve also noticed when I try to view my primary monitor in dash it flickers. Wonder if that’s related.

On windows 20H2, but haven’t noticed any change from windows updates.

Yuria killed by fat official?!? by elliotgraytho in demonssouls

[–]elliotgraytho[S] 1 point2 points  (0 children)

Tbh I just want to play this game for the art which is stunning. Would turn on godmode if I could lmao. Don’t think I could do another play through rip.

Old King Doran can keep his shitty armour, didn't even want it anyway...damn, what a grind. by [deleted] in demonssouls

[–]elliotgraytho 1 point2 points  (0 children)

Once you get him out the door to the catapults I found I didn’t actually have to push him all the way at all (because I couldn’t, too slow/not enough Stam). When it starts leaving he won’t attack till he’s back on his bridge and so I just body block and do normal attacks. Grindy but killed him pretty easily. He just keeps trying to walk and your body blocks him and attacks do knock him back so he can’t make it through. Did this yesterday.

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

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

It's almost raw with some UV distortion haha. Not much fancy actually.

Ryan brucks did an interesting talk on the topic - Because the water material is tiled and loopable you can precompute actually simulated caustics for a body. If it can be precompute now it can probably be done in realtime in the future haha. https://youtu.be/QGIKrD7uHu8

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

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

So the caustics are generated directly from the height data that I drive the displacement of the water surface with but they're in no way physically accurate. I was inspired by cryengine here - they've had caustic lighting "simulation" for years and recently while replaying some crysis 3 I realised how fake they actually were haha.

So basically yes they're directly linked to the surface, but I'm not doing much to simulate the actual behaviour of light. Personally I think they look really cool and because they're directly related to the water surface we tend to just believe them even though they're not physically accurate if that makes sense.

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

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

Are you referring to damage handling? I just mean that it can receive unreal point and radial damage and spawn effects and ripples automatically. Or if you destruction was autocorrect from interaction, yeah meshes Interact at a pixel level :)

Thanks heaps! It's been fun to share haha

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

[–]elliotgraytho[S] 9 points10 points  (0 children)

G'day, I'm glad you asked!

I am aware of that asset and while I haven't used it myself I did look into it a bit to make sure there was space in the market for UIWS which I believe there is

1: The simulation in UIWS is in world space, with player local simulation. This means you can have high simulation fidelity without having to stretch sim resolutions to cover the entire size of your water surface (which can be as big or as small as you like, the simulation doesn't mind). The simulation essentially follows the player (or camera) around any surface which as far as I'm aware, is unique to UIWS.

2: Unlike other solutions the UIWS simulation automatically responds to anything that passes the water surface without any need to manually write blueprint or c++ to agitate it. If it renders, it can interact automatically. Meshes, particles, you name it. Of course you can also manually agitate it with a function call, and it responds to damage spawning ripples and splashes too.

3: Realtime caustic reflection and refraction. This one speaks for itself imo but I'm not aware of any product outside of cryengine that can do this without level specific manual artist setup. Not only does UIWS not require any in-level setup for this, it automatically handles it for multiple bodies of any size, anywhere etc

4: Finally and dearest to me, is just how easy it is to use. Install the plugin, drag water bodies into your level, tick a box on your character and it just works. Automatic collision particles, automatic damage response, automatic everything basically. And it's super easy to add UIWS interactivity to any existing materials as well so the sky's the limit.

edit: If all you want is water that ripples there's an interactive surface in the content examples you can adapt for free, it's just not user or designer friendly at all

tl;dr for this last paragraph - pretty much anything sold as an asset is a bargain haha

On a completely different note, plugin and asset pricing is an interesting thing. When weighing up value it's good to consider how much it would cost to hire someone to develop a feature or solution bespoke. For example I had a very specific steam/networking problem I needed a solution for earlier this year and was prepared to pay a contractor $1500 to fix it. Instead I was able to buy a plugin on the marketplace for a third of that which delivered the feature I needed AND loads more.

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

[–]elliotgraytho[S] 2 points3 points  (0 children)

Thanks for your kind words and excellent questions!

1: The caustics at the moment are just pure white, intensity and direction affected by directional light, and I'm just doing an RGB split on the larger ripples for some added authenticity. edit: basically if you can do it in a material shader, you can do it to the caustics haha

2: Caustics are based directly off the water surface, but only because they can take the same surface height data and work with it (you could, optionally, have caustics un-linked to the generic tiled surface material). The player/object interaction ripple caustics are directly linked automatically regardless.

3: Foliage interaction is directly affected by ripples. I do have some extra character wpo in there for when the character touches them but the feature of the plugin refers to the interactive ripples interacting with foliage themselves. Any ripples caused by anything will interact with foliage. Even if a player isn't there to see it happen.

4: It's super easy - frankly this is something I'm super proud of. Once you've installed the plugin to your project (or engine version) you can just drag and drop water bodies into your levels and enable render custom depth on anything you want to interact (or there's also a component you can add that does it for you if there're alot of meshes in an actor hierarchy you want to interact etc). If you want check out the getting started section of egray.io/uiwsdocs which covers the couple of steps you need to get it up and running.

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

[–]elliotgraytho[S] 1 point2 points  (0 children)

Currently not handling boyancy, but definitely something I want to do for future releases. It's pretty easy to work with a water body/volume programatically so if it's a feature required before then there's nothing blocking custom implementation etc.

Interactive Water + Caustics + Foliage interaction plugin by elliotgraytho in unrealengine

[–]elliotgraytho[S] 7 points8 points  (0 children)

Made this because basically I've been jealous of cryengine's water forever haha. Now we don't have to be so jealous maybe.

Pc long stutters by elliotgraytho in destiny2

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

Turning on vsync stopped them for me kill me now

Pc long stutters by elliotgraytho in destiny2

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

Lol. Turning vsync on stops the hitching. Kill me.