Distance Fog (using Forward renderer) - how to make it cheap?
Hello devs! My team is working on a VR game with quite long view distances and we've been trying out different solutions: Exponential height fog actor - too expensive Custom post-processing material - too expensive as it requires Mobile HDR to be enabled Planes with cloud textures using alpha-masking with Temporal Dithering - too expensive Anyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off? Thankful for all input! / Stefan6KViews0likes5CommentsOculus Quest 4.25 enginge, PSO cache causes materials not to load
Hi, I started integrating PSO cache into my oculus quest build. I followed this instructions docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/index.html to gather the pso data and build the .stablepc.scv file that I put inside /Build/Android/PipelineCaches. When building the project PSO Cache wouldn't start compiling shaders until the changes from this thread forums.unrealengine .com/development-discussion/android-development/1707967-after-migration-ue4-22-4-24-pso-cache-loading-running-is-not-working. Right now it compiles the shaders when starting the game and the hitches are gone but some materials aren't shown at all and some are only shown after some time(This happens only to observed and cached materials). I'm working on a oculust quest 4.25 engine. I tried the changes from this thread( developer.oculus .com/first-access/forum/santa-cruz/post/3672220449455893/) but with no luck. Here are the PSO logs from the compilation codeshare .io/G6Pd0g Sorry for the shitty links with spaces but I am to new here to use links on my threads lol1.3KViews0likes0Comments