Unreal Engine 4 Wishlist

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Droid

New Member
Mar 1, 2008
6
0
0
I just think 30 fps on ps3 for "next gen" is ridiculous. If we get a another gen ffs crank it up :p
 

ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
7
38
37
Nomad
sheelabs.gamemod.net
UT4 - More maps with interactivity like Tank Crossing. I played some stonking 6v6 games on there today. It's a shame it's the whole theme to the map. We need a Dria sized map, limited orbing and some proper multiplayer objectives going on!
 

Phopojijo

A Loose Screw
Nov 13, 2005
1,458
0
0
38
Canada
"F' yeah!!!"

Also, parallax mapping sucks, as when you move to the edge of the texture, it no longer occludes, and is flat. Normal mapping is more subtle, but also doesn't screw up when the perspective moves.
Normals mapping is only a type of *texture*... Normals mapping can be used for bumpmaps (what you're talking about) -- parallax mapping -- distortion -- whatever.

What's confusing a lot of people is that since Normals Maps are so commonly used for bumpmapping -- they kind-of taken on a synonymy.

As for "Parallax Mapping" -- it's IN UnrealTournament3.

http://phalanx.planetunreal.gamespy.com/hourences/tutorialimages/ue3mated/examples2.jpg

The "Bump Offset" node in the materials editor -- determines whether or not you want a standard bump or a parallax bump. Parallax bumps can take on a heightmap (greyscale) to determine how "high" a texel is on the polygon... I think they can also take a normalmap (colour) but don't quote me on that...
 
Last edited:
Jan 20, 2008
284
0
16
New Zealand
A solution for the jagged glowing edges that things have in UE3.

A solution for "feet going through the floor," other than giving player models hoverboards and huge feet.

More cross-platform support, particularly for other operating systems on PCs. It's kind of strange that Epic write a cross-platform engine, but don't port their games to Linux or Mac in-house. Ports seem to be doable by just one sufficiently hard-core person.
 

haslo

Moar Pie!
Jan 21, 2008
363
0
0
Bern CH
www.haslo.ch
wtf is a real compiler? The idea of a JIT is to compile the byte code even further to machine code. Of course when you have a JIT you can simply bake the byte code to machine code and use that when you ship the product.
A JIT doesn't mean that the source code is compiled to byte code on the fly. The input of a JIT is byte code.

You got the first bit right, the second bit wrong :) The output of a JIT compiler is machine code, the input is byte code that was created by a first compilation step from the source :)

Now why is a JIT compiler slower than compiled code? Well, because whenever a JIT compiler encounters a new chunk of byte code, it has to compile it into machine code first. Repeated calls to that chunk of byte code with a JIT compiler will be exactly as fast as having it compiled in the first place. But what I'm getting at: Maps have to be specificially cooked for every platform already. So there's little point in having platform-independent stuff in the map file itself, because the map file isn't platform-independent. Just like there's no point in compiling byte code, because there's no reason to have byte code itself; the editor is built for specific platforms as well, so it can just use the compiler as well before running stuff.

Basically, the benefit of having JIT compilation is platform independency of your executable files, at a tradeoff of slightly lower runtime speed. Now if you don't need platform independency, there's no reason to have JIT compilation over 'real' compilation directly to machine code.
 

[SAS]Solid Snake

New Member
Jun 7, 2002
2,633
0
0
41
New Zealand
www.digitalconfectioners.com
Normals mapping is only a type of *texture*... Normals mapping can be used for bumpmaps (what you're talking about) -- parallax mapping -- distortion -- whatever.

What's confusing a lot of people is that since Normals Maps are so commonly used for bumpmapping -- they kind-of taken on a synonymy.

As for "Parallax Mapping" -- it's IN UnrealTournament3.

http://phalanx.planetunreal.gamespy..../examples2.jpg

The "Bump Offset" node in the materials editor -- determines whether or not you want a standard bump or a parallax bump. Parallax bumps can take on a heightmap (greyscale) to determine how "high" a texel is on the polygon... I think they can also take a normalmap (colour) but don't quote me on that...

Let me explain.

Normal mapping is used to transform the angle of the normal on the surface of a polygon. Traditional lighting methods used in previous generation games only looked up the polygon normal and the vertex normal. However this meant that the shadowing quality was dependent on the number of vertices and polygons. Hence why we say massive increases in polygon counts over the years, where as now we are see the reduction. We now use per-pixel lighting, so instead of stretching a gradient over a polygon, we evaluate each light value per pixel now. We evaluate the incoming light vector together with the surface normal vector, altered by the normal map. The illusion of depth is provided by the lighting created on an other wise flat surface.

Parallax mapping attempts to create the illusion of actual depth of a surface by distorting the texture coordinates of the pixel in relation to the camera vector. This can lead to pretty good results depending on the camera vector (fails at extreme viewing angles). Since you are distorting the texture coordinates, you cannot create new data and thus you merely stretch the texture. This is a very fast method of achieving unlit and lit depth.

Steep parallax mapping is a ray tracing algorithm. It takes the camera vector, and casts a ray against a height map, and pulling out the correct pixel value from the diffuse map. Because we are using a ray cast to figure out what pixel to actually render, it is very accurate. However, the more 'steps' we introduce for the height map the better the resultant image is, but it becomes slow. Reducing the number of steps creates a more pixelated/ mosaic appearance but it is much faster. Because we are doing a ray cast, we can optionally do another ray cast using the direction of the light vector, thus we can have shadows as well. Thus essentially, we have created a portal using the polygon surface, a diffuse map and a height map. This is a very nice effect, but it is very slow. I have some cases where it is a good idea to mix this method with normal mapping (use normal mapping when the distances become larger)
 

jingato

New Member
Jan 24, 2008
13
0
0
I want to be able to feed it pictures and have it create a hot chick with supernatural powers like in Weird Science.

Movie_poster_for_Weird_Science_%281985%29.jpg
 

jingato

New Member
Jan 24, 2008
13
0
0
lol, yeah she does...That's 8the 80's for ya. he's actually not bad out of character.
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
0
0
...But what I'm getting at: Maps have to be specificially cooked for every platform already. ...
Perhaps we need to get the 'platform specific' items out of the maps instead, which shouldn't be too hard when you optimize a map for the lowest common denominator.
ie : optimize & plan as if for a PS3/360 and the map will allow you to reduce the system requirements for your pc-version as well.
It would allow you to re-use the same resources for every release.

// elmuerte
http://www.microsoft.com/silverlight/default.aspx
Microsoft® Silverlight™ is a cross-browser, cross-platform, and cross-device plug-in ...
Highly sophisticated RIA’s across major browsers on Mac, Windows, Linux, and devices
(RIA = "Rich Internet Application" I think ... )
Of course that's Silverlight 2.x.
Silverlight 1.x was java/javascript and probably wasn't cross-platform/browser compatible.
 

elmuerte

Master of Science
Jan 25, 2000
1,936
0
36
43
the Netherlands
elmuerte.com
// elmuerte
http://www.microsoft.com/silverlight/default.aspx

(RIA = "Rich Internet Application" I think ... )
Of course that's Silverlight 2.x.
Silverlight 1.x was java/javascript and probably wasn't cross-platform/browser compatible.

http://www.microsoft.com/silverlight/resources/installationfiles.aspx?v=2.0

no linux binary for either 1.x or 2.x only a mac binary for 10.4.8 (10.5 is current) and only for 1.x

so... cross-browser, cross-platform, and cross-device my ass.
 

Mclogenog

I put the lol in philology
This thread has a bizarre jump from 2008 to 2010. But on topic, I'd like to see clips or zip-ties or something to that effect to keep related strings in Kismet grouped together. It's not something that UE4 needs by any means, but it is something that would save time revising Kismet work.