Dev Iteration: How to Improve Developer Efficiency in Unreal 5.4 | Unreal Fest 2024

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 16

  • @TimothyBrake
    @TimothyBrake 3 หลายเดือนก่อน

    The UE future looks bright for speedy editor and builds 👍

  • @theXmiester
    @theXmiester 3 หลายเดือนก่อน

    9:09 configuring products to isolate test components/assets and devs pulling from that asset manager often should be standard practice as soon as we left subversion

  • @m4gicpi3
    @m4gicpi3 3 หลายเดือนก่อน +30

    How about you improve the engine so it doesnt need to have hardcoded TAA

    • @dyanikoglu
      @dyanikoglu 3 หลายเดือนก่อน +3

      lmao

    • @kazioo2
      @kazioo2 3 หลายเดือนก่อน +2

      What year is it? TAA is necessary in deferred shading and it's used almost ubiquitously for more than decade. If by improving you mean giving up on majority of techniques developed over the last 2 generations then sure, but gamers usually want pretty visuals, so it's not happening.

    • @nathancreates
      @nathancreates 3 หลายเดือนก่อน +2

      You can turn off anti-aliasing or use non-temporal methods in the project settings easy as

    • @kazioo2
      @kazioo2 3 หลายเดือนก่อน

      @@nathancreates What you can do and what is feasible are 2 different things. No AA in old, simple geometry and simple materials LDR games was much more viable. Now you will get pixel crawling everywhere. Using anything other than a variation of TAA in typical modern engine in a photorealistic style game will either tank your performance or give you unsatisfactory results. OP doesn't want TAA due to blur, but the reality is the Pandora box has been opened more than a decade ago and TAA is often a must. The time to boycott it was back then, not today.

    • @simulacrumgames
      @simulacrumgames 3 หลายเดือนก่อน +1

      @@kazioo2 Sounds like OP is talking about being able to modify the TAA algo, not just turning it off. I hear good things about SGSSAA though

  • @wren9453
    @wren9453 3 หลายเดือนก่อน

    When will Zen crash on VPN be fixed?

  • @michaelbond4609
    @michaelbond4609 3 หลายเดือนก่อน +1

    What about the extreme time it takes to just load the software?
    For compiler/build time, why not make something like render farm?

    • @Girugi
      @Girugi 3 หลายเดือนก่อน +3

      There are build farm solutions.
      Startup time depends on your project structure and settings.

    • @michaelbond4609
      @michaelbond4609 3 หลายเดือนก่อน

      @@Girugi can u be more specific? I googled ue5 build farm solution and only get results about farming Sims :(

    • @Girugi
      @Girugi 3 หลายเดือนก่อน

      @@michaelbond4609 Build Graph is one, Incredibuild is another. I am sure there are more. Search for distributed build or something. Or look at the support forums. It's not that hard to find.

    • @simulacrumgames
      @simulacrumgames 3 หลายเดือนก่อน +3

      That's what swarm is for. If you have a problem just opening a project, if you want to actually do work on the map you're opening there's not much you can do. Those shaders need to be compiled.
      If your goal is just to get into the editor as fast as possible, delaying the wait until you need to work on whatever asset, then you can set the default map to an empty map and that will help to an extent.

    • @Girugi
      @Girugi 3 หลายเดือนก่อน

      @@simulacrumgames even then, hard and soft references and such is of importance too. I think there is plenty of info about this. So someone actually serious about starting their editor faster have plenty of info out there to use. And it's best to be aware of early on.