I've been working on Environment Designing in unreal engine 3 for a long time, and i want to shift to unreal engine 4 now.
My aim is to create an environment, in which every texture will be 4K and uncompressed, plus the dynamic reflections and all the photo realism effects with 4K in-game Resolution and should run on about 120 frames/sec.
I just want to test the capabilities of the engine, so, I want to know the specifications of a rig that will be needed to process and develop all this with ease.
All help will be highly appreciated.
Thank you.!
There is no game with 4K texture works 120fps , and as far as I know, unreal engine doesnt support SLI by default .
However, if you have GTX 1080 with Decent i7 cpu , you can hit around 80-45fps depends on how heavy is your scene .
you can develop on GTX 1070 , and it run pretty ok , however, I dont know how far u will do , I work with GTX 1070 , and its too smooth for everything . you need more GPU memory , so never sacrifice with GPU for other things costs
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Hi i am thinking to connect a 14 inch or bigger lcd touch screen with my discovery boards. Currently i have stm32f4 and stm32f7 discovery boards.
Currently i am aware of different methods to connect them. But i am most interested in LTDC. I have tried using old protocols like Motorola 6800 Parralel RGB. But Touch screens of bigger size and bigger resolution available on Alibaba for example does not support them.
Please correct me in my understanding if i am wrong that for bigger screen size and bigger resolution old protocols like Motorola 6800 , Intel® 8080 bus and SPI protocol wont work. Because bigger touch screens found in market does not have them.
Will Parallel RGB connection be able to work with bigger screen. If yes can u give me a link for that.
The devices i see are coming with lvds connection. Will they be able to work with stm32 discovery kits. If yes than how.
Finally can u suggest me some good working tutorials for them apart of datasheet.
Thank You !!!
Yes, RGB can be used to drive larger display panels. However, you will need to convert the signal to LVDS.
Assuming you are using the STM32756G-EVAL you could link the LCD modules connector (CN20) to J1 and J2 (depending whether your display panel is single or dual LVDS) of Texas Instruments’ LDI demo kit Transmitter board http://www.ti.com/general/docs/litabsmultiplefilelist.tsp?literatureNumber=snlu036a
i have a scene in my Unity project with 2 2D skinned and animated character. (and some others things...)
When i build in release, the scene take on pc around 500 MB. (all inclusive)
When i launch debug in unity, Unity take 10 GB more memory... (so my computer is nearly memory empty and crash often...)
If i remove that 2 characters, the memory usage for debugging is more "normal".
Is it normal that just with that 2 characters it take so much memory ?
I have less issue with previous version of unity (i'm using Unity 5.6.1f1)
I found out that it was the profiler that is using that huge memory size.
I remove the profiler recording and memory keep under 1.5G in unity / debug and it's clearly better.
But i don't know why the profiler use so much memory in that scene....
I recently created an app in flash cs6 to be used on my iPhone 4.
The app doesnt need to work through the app store its just a tech demo but when i put the app on my device all the animations become really slow/choppy.
My iPhones up to date and im using air3.2 (i did try updating to air 3.7 but then my application just became a white screen)
I have also tried cacheing all the movie clips as bitmaps bit it doesnt seem to make a difference.
(the app works fine inside the flash simulator)
please help?!
There could be a few reasons why this is happening,as I am taking a punt here as you havent gave much information on what your doing.
but your frame rate may have effect.. how are you creating your tweens?timeline animation or tween scripts.I found tween scripting works better as its distance over time opposed to distance over frames.
Also depending on your animation, images sizes, event listeners etc..
You need to take inconsideration your device itself and the resources it has available, free memory or actual storage available.
The reason it will work freely on your PC would be due to the fact of less limitations, your pc has more to computes and resources to throw at your application .
Add this line to your code to check your memory:
import flash.filesystem.File;
this.addEventListener(Event.ENTER_FRAME,performMemTest);
function performMemTest(e:Event):void {
trace(System.totalMemory);
}
I have read anywhere around 14MB++you may experience problems.
i need to merge 5 monitors in XNA (something like Eyefinity).
I have two graphics cards (HD 5450), which have DP connector, of course,
5x flat monitors with resolution 1024*768.
I need to merge/group this monitors in XNA, because i want fullscreen this over 5 monitors.
(fullscreen over multiple monitors)
I just need the visual studio to detect one graphics device with resolution 5120x768.
How i should modify GraphicsDeviceManager / GraphicsAdapter, make it work ?
I cant use Eyefinity, because i have two graphic cards and that i'm trying do "my own eyefinity" in xna.
In my app, i have 5 models dividing to 5 viewports, which are moved every 1024px.
OR, how i should to make it looking like a fullscreen. I don't want the border being visible and i want to have in the middle of screen - how center it ?
Thanks for answers.
To be honest this is going to be difficult if not impossible to do using XNA. And you'd have to get so far outside of what the XNA framework is providing you that there would be little benefit in the end to even using XNA at that point.
Here's a great thread on the App Hub forums talking about different ways of potentially hacking around the XNA framework to achieve multiple monitor fullscreen using XNA.
http://forums.create.msdn.com/forums/p/5562/571993.aspx
As you can see, no one really had any great suggestions and by the time you were dong you were basically programming at such a low level that you might as well be doing C++ and DirectX. Which is exactly what I would recommend to you.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb206364(v=vs.85).aspx
Using DirectX you can see that you're going to get a game/application running fullscreen with a multiple monitor setup much faster and without having to hack your way into it.
I made a board game with includes just some little animations. I reduced the fps from 60 to 30 to reduce the processor load. But the device still gets very warm.
Another application made without cocos2d is not heating it so much.
Are there any methods to calm the iPhone down?
The device state is as follows:
Wifi is always enabled
The app uses gamecenter
GPS is inactive
fps is always on 30
I use cocos2d-iphone as engine
It might be worth experimenting with different director types, e.g. kCCDirectorTypeNSTimer, and seeing if that helps at all. Those will have the biggest effect on the main loop of the game.
You should also spend some time with Instruments if you've not already, as that will show you where the CPU is spending its time and give you some hints on where you could ease things up.
I've noticed that a sequence of small time animations in cocos2d takes a lot of processor time. I've tried making tips at the level which will pulse in size. 0.1 second pulse up, 0.15 down and 0.2 stay. And i've put it all in a repeat forever sequence. Everything was terribly slow. Then i've just made the animation manually and the device calmed down and fps increased back to 60
When showing menus or dialogs that do not require animation, you can actually lower your framerate even further.