At the moment, it seems useful if Epic released a rendering application for 3D modeling using Lumen features. You best believe Apple will utilize the newest A-Series and M-Series for Ray Tracing with the Metal API. But, i dont think it will be for third-parties - Apple Arcade exclusives.
"Hello, I'm encountering a lot of limitations when developing a game using UE5 on a mobile VR platform. Post-processing and lighting aren't working properly. Can you help me? I don't know where to find tutorials and help videos for troubleshooting. Can you recommend some learning videos or websites?"
VR rendering is not similar to pc rendering. It is using open gl or es3.2 in ue5 so you need to learn about mobile rendering basically. Honestly you can learn a lot from my channel about mobile. There is a playlist dedicated to it but you can even go find older videos about it
Thats a good question, it solved a lot of develompment problems but its pretty heavy. Screen space based lumen is a really good alternative to save some performance as well as having a real time global illumination. But sometime in future we will have even path tracing in mobile devices and the performance wont matter anymore
hi brother, I followed your steps and packaged an apk file for my Galaxy S23, but ray tracing did not take effect when I opened the app from my phone. Is there any extra settings before package so that ray tracing can be enabled ?
this is dumb and not needed in mobile gaming industry at all . whats needed is more nanite optimization for poor cpu and gpu chips of phones to render more meshes so the map can get bigger . there are so many games out there like free fire that are made to have only 2000 polygons visible on the scene .
I hope 2000 polygons was an exaggeration because even 10 years ago we could have 500000 triangles on the screen in mobile games. Nanite is not useful even in PC. It is bazed on directx 12 at the moment and has a lot of drawbacks. This desktop renderer is based on vulkan which doesnt support Nanite but you can activate nanite in your meshes and use the fallback mesh easily. I have been in the mobile development for nearly 10 years and I have never been worried about triangle count too much. Instead I have always wanted more post processing control which can be achieved now with desktop renderer
Optimization isnt going to magically push a silicon faster than its limited to do. It can only push it to its full potential. Also, Cellphones/tablets trottle so its useless for any company to risk releasing game of that magnitude.
At the moment, it seems useful if Epic released a rendering application for 3D modeling using Lumen features. You best believe Apple will utilize the newest A-Series and M-Series for Ray Tracing with the Metal API. But, i dont think it will be for third-parties - Apple Arcade exclusives.
"Hello, I'm encountering a lot of limitations when developing a game using UE5 on a mobile VR platform. Post-processing and lighting aren't working properly. Can you help me? I don't know where to find tutorials and help videos for troubleshooting. Can you recommend some learning videos or websites?"
VR rendering is not similar to pc rendering. It is using open gl or es3.2 in ue5 so you need to learn about mobile rendering basically. Honestly you can learn a lot from my channel about mobile. There is a playlist dedicated to it but you can even go find older videos about it
Is ray tracing is future of gaming?
Thats a good question, it solved a lot of develompment problems but its pretty heavy. Screen space based lumen is a really good alternative to save some performance as well as having a real time global illumination. But sometime in future we will have even path tracing in mobile devices and the performance wont matter anymore
This is my opinion, so ray tracing is worth learning
hi brother, I followed your steps and packaged an apk file for my Galaxy S23, but ray tracing did not take effect when I opened the app from my phone. Is there any extra settings before package so that ray tracing can be enabled ?
are you using unreal engine 5.3 ?
thanks for your reply, I solved some peoblems, there's still one question: how to enable ShowFlag.RayTracingDebug in mobile?
@@surinStudio我也有同样的问题,我用的也是UE5.3
what resolution where you running at on the S23?
it was the default unreal resolution, I didnt measure it on screen though
Nice bro!💪🏽💪🏽
Thank you
Olá Também passei poraqui , gostei deixei o Like 👍 14 Show⚽⭐⭐⭐⭐⭐
my project crash if I set hardware ray tracing enable....
Does your gpu support ray tracing ?
Wow
this is dumb and not needed in mobile gaming industry at all . whats needed is more nanite optimization for poor cpu and gpu chips of phones to render more meshes so the map can get bigger . there are so many games out there like free fire that are made to have only 2000 polygons visible on the scene .
I hope 2000 polygons was an exaggeration because even 10 years ago we could have 500000 triangles on the screen in mobile games. Nanite is not useful even in PC. It is bazed on directx 12 at the moment and has a lot of drawbacks. This desktop renderer is based on vulkan which doesnt support Nanite but you can activate nanite in your meshes and use the fallback mesh easily. I have been in the mobile development for nearly 10 years and I have never been worried about triangle count too much. Instead I have always wanted more post processing control which can be achieved now with desktop renderer
Optimization isnt going to magically push a silicon faster than its limited to do. It can only push it to its full potential. Also, Cellphones/tablets trottle so its useless for any company to risk releasing game of that magnitude.