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New Participant
November 25, 2013

Problem with UDK Emissive materials?

Hi all,

I seem to have some problems with emissive materials on the Oculus Rift version of the UDK (UDK-2013-09 version).

What ever I do, the emissive materials seems to "blow through" and all the extremely white parts of the image are considerable darker than other near by areas. Here are a few images of the situation:

RIFT:


REGULAR UDK-2013-02 VERSION:
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    5 replies

    Inspiring
    November 25, 2013
    Can you try the version posted here and let me know if you still see the problem?

    viewtopic.php?f=44&t=4730#p70983

    Thanks.
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    marcoboyAuthor
    New Participant
    November 26, 2013
    Hi,

    thanks, but sadly this (installing those new "UDK.exe" files) didn't help. Any other thoughts on this?

    br,
    Marko
    Up and Coming
    November 26, 2013
    Is it possible to send us this map (or another one, but with the emissive materials)? This would be a great help in figuring out what's wrong. If you can send it to us then send to support@oculus.com, put 'for artyom17' in the subject.
    marcoboyAuthor
    New Participant
    November 27, 2013
    "artyom17" wrote:
    Is it possible to send us this map (or another one, but with the emissive materials)? This would be a great help in figuring out what's wrong. If you can send it to us then send to support@oculus.com, put 'for artyom17' in the subject.


    Email sent! Today I DID manage to narrow it down to possible DX11 issue, because the defect won't show up on DX9. But I need to use the DX11 for my game environment.

    br,
    Marko
    Up and Coming
    December 4, 2013
    "marcoboy" wrote:
    Email sent! Today I DID manage to narrow it down to possible DX11 issue, because the defect won't show up on DX9. But I need to use the DX11 for my game environment.


    Marcoboy, I've noticed a performance hit when using DX11, much to my surprise, and I need to work with DX11 too. Please, if you could, run some performance comparisons using both DX9 and DX11. I'd like to know if others are seeing this too. FInally, try your tests in engine, in game, in Oculus, even try it with the UDK authoring window closed. Thanks.