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MaxArch
Inspiring
November 19, 2019

UE 4.24 - whats new / improved / broken

Maybe it could be nice to start a new thread every time a new UE version is launched so its easy to catch up for everyone.

My observations up to 4.24.0 p2;
+ cascaded shadow maps work again when using MobileMultiView (Quest). In 4.23 the shadows were broken with MMV.
+ UE added automatic instancing for mobile. You enable it by adding 'r.Mobile.SupportGPUScene=1' to the 'DefaultEngine.ini' (Quest). When analyzing your app in Renderdoc it will report the instances but in the TextureViewer the instances will be pitch black (reported to UE). Also, I noticed that the algorithm still misses some objects sometimes (I haven't found any logic yet why some are missed - reported to UE).
+ Vulkan is on par with OGL (in 4.23 I noticed a big fps drop) but the purple glitches are still present sometimes.
+ Oculus SDK will be updated to 1.40.0
- the splash screen is broken (Quest - reported and confirmed by UE).

Edit:
- strikethrough: fixed in new nightly build of RenderDoc



    This topic has been closed for replies.

    41 replies

    MaxArch
    MaxArchAuthor
    Inspiring
    November 25, 2019
    @aussieburgerVR An update from UnrealEngine support:

    1. Different materials will have different draw calls


    2. Mobility should be static (PickupCube for instance does have mesh as root component, but they are moveable)
    3. Different LODs = different meshes.

    I also forwarded your remarks (ISM speed & physics). Maybe they can confirm if this is intended.

    November 27, 2019

    MaxArch said:

    @aussieburgerVR An update from UnrealEngine support:

    1. Different materials will have different draw calls


    2. Mobility should be static (PickupCube for instance does have mesh as root component, but they are moveable)
    3. Different LODs = different meshes.

    I also forwarded your remarks (ISM speed & physics). Maybe they can confirm if this is intended.



    Many thanks for posting here I was just about to contact Epic support to find out the same info :)

    In regards to number 2 though I don't fully get it as movable blueprint actors are auto instanced in my case (they have static mesh root componement though so maybe that is the reason?)
    MaxArch
    MaxArchAuthor
    Inspiring
    December 6, 2019
    the inputs (forward/right) for the GO are changed (deprecated). MotionController(R)Thumbstick(Y) and MotionController(R)Thumbstick(X) dont work anymore.

    OculusGo(R)TrackpadY and OculusGo(R)TrackpadX don't seem to work as well.

    Inspiring
    December 9, 2019
    4.24 was released earlier today :) Now we just have to wait (and wait) for Oculus to release it with integrations :blush:

    December 10, 2019

    MaxArch said:

    the inputs (forward/right) for the GO are changed (deprecated). MotionController(R)Thumbstick(Y) and MotionController(R)Thumbstick(X) dont work anymore.

    OculusGo(R)TrackpadY and OculusGo(R)TrackpadX don't seem to work as well.




    As per the release notes:


    Action bindings that use MotionController keys need to be updated to use
    bindings for each platform the project is targeting. Blueprints that
    read MotionController keys directly need to be updated to use the action
    system instead.
    Deprecated: MotionController keys are now deprecated and have been replaced by keys specific to each controller model.
    What is meant by the Action system? They unfortunately did not provide any documentation on the changes needed



    MaxArch
    MaxArchAuthor
    Inspiring
    December 10, 2019
    In the inputs I find these options for the GO. I tried the TrackpadX en Y inputs but didn't work. Contacted Epic to see how / what to enable again.

    MaxArch
    MaxArchAuthor
    Inspiring
    December 12, 2019
    Can anyone test the new auto-instancing for mobile (Quest)? Just add 'r.Mobile.SupportGPUScene=1' to the 'DefaultEngine.ini'. It works but most of the times, it doesn't do a 100% (or 50%) job for me. Many copies are still unique while some are instances. I can't find any logic in why 'its breaking' so much. I have been back-and-forth with Epic on this after the first preview builds but they can't reproduce it. It could be a nice performance win without having to do anything for it yourself.

    Inspiring
    December 12, 2019
    @MaxArch
    Maybe it makes sense to wait for integration release ? Maybe Oculus will fix up rendering there ?
    MaxArch
    MaxArchAuthor
    Inspiring
    December 12, 2019
    @motorsep Its an UnrealEngine 4.24 feature so Oculus integration won't change this. The feature is working a bit but not as intended.
    MaxArch
    MaxArchAuthor
    Inspiring
    December 12, 2019
    A lod bug in 4.24 - reported but not acknowledged yet by Epic.
    - a 3d model (a chair) is created in Blender and imported as FBX in UE.
    - light build is ok - no warnings or errors
    - then create some LODs for the imported model using the SM editor.
    - light build now reports overlapping UVs and the result looks bad.
    - deleting the lods or re-importing the fbx doesn't fix this. need to delete the asset and import again
    - no difference if you make the lightmap UVs in Blender OR have UE create them at import.Importing as OBJ is same issue.

    Anyone can confirm this?
    Using the default binary UE 4.24 (and GPU lightmass plugin)