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Hi @redcorduroy,


Thank you very much! For sure, Epic would appreciate your comments too.

1- Yeah, that's Nanite!

2- Oh, true! But only with one rock, right? It's probably related to Nanite and its 'minimun LOD' thresold. But it shouldn't dissapear...

3- Yeah, that's Lumen! And related to Nanite too, as shadows are less detailed with distance, based on mesh detail (which is reduced with Nanite).

4- I don't notice any strange behaviour on that effect; always seeing it correctly.

5- Confirmed, it's motion blur. There is something strange over there... like a lot of noise around the character.

6- True again. Related woth the 'new' volumetric sky system.

7- I think so, too. They commented it on the Digital Foundry review. It should save some things on cache, so it could run smoother in a second run. Also when implemented a faster loading system, as in PS5.

8- TSR is always enabled, as it won't hit on performance. Those options has slightly different TSR resolution (75% and 50%, if I remember well) and specially, it lowers things like AA, PostProcess, Bloom, textures, etc.


Best regards!

Thanks for your response @MARvizer.


Here is an example of the shimmering:

https://www42.zippyshare.com/v/XHxTGOfJ/file.html


The foreground and the rock on the left are stable, in the centre the pixels are shimmering in a band extending to the right, the top of the cliff is stable.


The file has been encoded but the encoding isn't causing the shimmering to stop at the rock on the left.

Thank you or the explanation, but I can't see that image, could you fix it?

Maybe this will work:

https://mega.nz/file/iKgAXYzb#guNarxgwc1-WYspkwzp__8GMbofECUl_xAu6EZxMJg8

I see!

So shimmering is only happening along a horizontal band, right? But it's not a bug, but a design "mistake". It's a post process effect added to the scene and, for some reason, they have limited it to that certain height. With a simple tweak to the effect I have extended it up to the top of the cliffs too. So it's a design issue, but not a bug.


Best regards!

I understand this better now after more testing, there are only 3 layers for this shimmering in the light part of the demo. The near plane, the middle plane and the far plane. The shimmering effect is being applied to the middle plane only, ie horizontally the middle 1/3 of the screen. It is also being occluded by objects in the near plane which is correct.

However a real heat haze should continue from the middle plane to the far plane and be more pronounced in the far plane (like Nanite it should be calibrated) but it is only being applied to the middle plane and then it stops for some reason.