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Everything posted by Didgy

  1. Pretty sure this is a limitation of the engine. It's supposedly fixed in the new upcoming audio engine for UE4, so if we're lucky we might see this feature in Squad in a few months.
  2. Direct x 12

    While DX12 is implemented in Unreal Engine 4.16, the development seems far from finalized. Furthermore, it doesn't seem like Epic Games will be pursuing DX12 that heavily in the near future, opting for Vulkan instead (according to their roadmap). If Squad does keep updating their engine until Vulkan or DX12 is a viable option for rendering, it should (in theory) not be harder than just choosing the API in the game engine.
  3. You've both made your cases. Binaural audio is obviously superior to HRTF. It is also, obviously, not suitable in a standard FPS game. HRTF is much more suitable for games and if OWI can implement it easily there's little point not to. With the option of using a traditional audio configuration of course. I'll go out on a limb here and say that OWI likely haven't used HRTF thus far because UE4's current solution hasn't been viable. Some searching around the UE-forums will show you that. I've seen efforts to modding it in but with no success as well. However, UE4's new audio system that's recently started rolling out has a supposedly good HRTF-solution. It's currently being used in the VR-game Robo Recall (another UE4 title) if I recall correctly. So hopefully it shouldn't require too much effort for OWI to implement it.
  4. When will squad devs start optimizing ryzen for more fps

    The general consensus seems to be that it's Unreal Engine 4's audio engine that isn't coping well AMD CPUs multithreaded nature. Epic Games have released info regarding a total rework of said audio engine, due to it being lackluster in several other regards as well. According to their old, deprecated roadmap on Trello it was slated for release in May. Epic Games have now made a new roadmap which makes no mention of their work on the audio engine, however small parts of it has been released, although marked as experimental, in Unreal Engine 4.16. So it does seem like there is still work being done. Another question is whether Offworld Industries will incorporate the new audio engine into the game, as they have stated on their Subreddit that they will stick to UE4.15 for now. They have also said that it is possible for them to integrate parts of newer engine iterations, so hope is not lost on that subject. So to summarize, it's not as much Offworld Industries' job to fix the audio engine as it is Epic Games', the provider of their game engine.
  5. Hi everyone! I hope I put this in the right category. Yeah, I'm new here. So, I haven't played the game yet. I'm very likely to buy the game so I can join the Steam Early Access. However, I'm having a hard time finding details about the audio system. In fact, I've been reading some places around here that the surround isn't as accurate as it should be. Basically, I'm asking what sort of surround systems this game will support. I imagine that since this is a quite serious FPS game, the sound segment should be important. In my humble, and not so important, opinion I think a game like this should support Dolby Atmos even. That way, those with the proper audio hardware would be able to hear enemy footsteps much more accurate. Imagine being able to specifically hear footsteps on the roof of the building you're in, or hearing a chopper above you. (Above you, not beside you as they would appear in most 7.1 headsets and speaker-setups) And yes, I know that there's hardly anyone who owns these kinds of setups today. However, since there's alot of gamer headsets offering emulated 7.1 audio, I sincerely hope you're going to support at least 7.1 surround sound. Another feature I would like to ask about, is if it's possible to use two seperate audio sources for the game's audio. As in using speakers for the game's audio effects and local VOIP, and headphones for the game's communication. This would be more realistic to some extent, since the game's communication appears close to your ears (as it would through a head-mounted headset) and the rest of the audio (and the local VOIP) comes from further away. - Didgy
  6. No. At this point in the development, your hardware is likely not enough to run it absolutely maxed out. 1060 is not sufficient to render games at near 4K resolution with high graphical fidelity. Assuming you're running a 1080p monitor and running 1.75x super-sampling, you are effectively rendering the same amount of pixels as three 1080p monitors. Your CPU is also getting some age on it's back. Couple those factors with the fact that the game could still use some optimization, you are not likely to be running this game maxed out at this moment.
  7. Squad not support 7.1 Audio?

    As far as I remember, Unreal Engine only supports 5.1 sound at most. However, if you check out Epic Games' roadmap, they are rewriting their whole audiosystem (probably to support bigger surround-systems and fix AMD CPU bottlenecks). Their current estimate is being finished with it at the end of february, it just got postponed from the end of december. Let's hope Squad still updates to newer engine-iterations at that point in time!
  8. I am absolutely certain that this game will be a letdown The first game was good though, this probably will be too. But it will absolutely be a let-down.
  9. Multiple FOV sliders

    I didn't quite get that analogy. Or rather, I understood it but didn't see why it co-relates to this matter. Anyways, the argument stands that there should be only one FOV slider in order to put a certain limit on players. Having more sliders, as in one per "stance", would remove certain limits on every player, making every player more efficient at all combat-ranges. This would in return give the game a lower skillroof, making the differences between good and bad players less apparent. With only one slider, you force the player to work around his limits which is a much more difficult task. He now has to choose whether he wants to be most efficient at close or long range. This kind of player-limitation is also reflected several other places in the game. The stamina and jumping system, fixed maximum rotation speed for vehicle turrets, slowed movement on hills and heavy sway when moving. Having only one slider does also add to the realism of the game. Keep in mind, Squad is not a simulator so realism is not first priority. However, OWI has on many occasions stated that it is their second priority, falling right behind gameplay.
  10. Multiple FOV sliders

    Your real eyes do not zoom in any way, why should you be able to do so in-game? This was an example of a bad argument. My first argument was a very serious one. And as far as I know, it's the one the developers would give you as well.
  11. Multiple FOV sliders

    It's purposefully designed this way. You only have one FOV slider so you must always decide whether to have the extra zoom or situational awareness. If you had more, you could have one ridiculously high FOV and one ridiculously low one in order to take as much advantage out of the system as possible. This is so that people who adjust their FOV in order to make the visuals feel natural won't have as much of a disadvantage against those who try to exploit the system to perform better.
  12. Korengal Valley 4km [WIP]

    Looking really good! I see you've made yourself a little slope and height-blend for the texture-material! Looking great! Is the slope-blend currently using linear blending? It looks so atm, but I didn't find any close ups of that blending. Have you considered using heightmaps for the textures in order to make the blend more natural?
  13. I think shadow-casting grass would help alot. UE4.14 has a new shadow-casting feature which might help with that, at a low performance cost.
  14. Civilian AI

    As far as I know, this isn't planned by the developers at the moment. That might change, but I think some features including this is fit for a modding community.
  15. Community content WIP thread!

    Maybe increase the roughness on those arms? And slightly on the faces. The arms look like plastic or glass with those PBR-settings.
  16. [Mapping] Lighting Your Map

    I noticed that he spent alot of time having to place the Sphere Reflection Capture Nodes in a grid all around the map (Not during the stream, but when working apparently). Would it be possible to write some piece of C++ code to do this automatically?
  17. V8 Optimization

    Having only spent a few hours inside Unreal Engine 4 I can easily tell you that that is very possible (and simple to make), I managed to create such an effect easily with my limited knowledge.
  18. I'm not a developer or affiliated with the development team of any parties in any way, but I do enjoy following the development of Squad, Unreal Engine and the newer APIs (DX12) included. So here's my understanding on the matter: There is currently no support for DX12 in Squad. This is due to Epic Games not having fully implemented it into the rendering core of Unreal Engine 4, although it is being worked as evident by Epic Games' own Trello-roadmap: https://trello.com/c/BQFZD0pl. There is not much OWI can do in terms of utilizing it other than implementing the code from Unreal Engine once the support is finalized. It should be said that DX12 (and Vulkan for that matter) is a very new API and relatively different compared to transitions like DX10 -> DX11, so it's no longer a matter of upgrading the rendering core, but redesigning it altogether. This will take time, possibly years. Epic Games estimates some support for DX12 by the end of August, but have yet to define exactly what changes that update will bring (UE4.14). Personally, I doubt it will mean full support for things like asynchronous compute and shaders, but rather more effective use of draw calls so the performance improvement isn't likely to be as big as many people expect it to be. Technically, there is some support for DX12 in Squad already which is a very early and experimental build integrated by Unreal Engine 4.9(?). You can run this by using the "-dx12" parameter in the launch options for the program. However, this yields more or less no result on your performance. Personally, I believe it's because although the API is technically running, the improvements of it are being forced through the rest of the graphics pipeline which is heavily DX11-based. Also, DX12 is not necessarily the magic wand many people think it is. I see the OP mentions DX12 being very Multi-GPU friendly, which is true in itself. However, Unreal Engine 4 has no multi-GPU support due to using various effect that rely on information from the previously drawn frame, and there's not enough bandwidth between the GPUs to access these frame buffers. I also see him mentioning the so-called VRAM-stacking. Personally, I think this feature is gonna be really rare due to GPUs needing to have access to everything in the scene to draw a frame. But again, the GPUs do not have high enough bandwidth between them to access each others VRAM. This means that all textures, effects etc. have to be mirrored on each card's VRAM in order for the GPU to be able to draw the frame. It might be possible, but I highly doubt we will ever see this feature in a 3D-game unless the bandwidth between each GPU is massively increased. Also, your iGPU mainly uses your DDR RAM so you're already utilizing that storage somewhat (Except for the high-bandwidth small portion of VRAM a select few iGPUs have.)
  19. Detail Pass (Graphics)

    You could edit the landscape material. I'd try using the Grass Node, while using whatever clutter you'd like as input. And possibly use the PreComputedAOMask, coupled with some nodes to adjust the values and use it as the alpha input. That would pretty much spawn the clutter everywhere natural ambient occlusion would occur. Then you could hook it to the LayerBlend node and use it to paint away wherever you wouldn't want clutter. Then again, this might take just as much time as it normally would using the Foliage Tool. There's also much more limitation with this method in terms of lighting, and replication across all clients. I guess the simplest method would be programming the models to be randomly (But not procedurally) placed near intersections of pre-defined actors/models. Maybe it's possible to program this sort of feature into the Foliage Tool?
  20. DX12 won't make the game look any better, but might increase performance. As far as I know, the developers haven't done anything to utilize DX12 but Unreal Engine has implemented very early DX12-support which will improve over time. I'm not sure there's much the developers can do to implement other than take advantage of i.e asynchronous compute and the parallel command buffer(?), unless they want to implement DX12 into the rendering part of the engine themselves. Something that could help out Pascal (nVidia) and AMD-owners is the new feature of Unreal Engine 4.12, where they moved the post-processing to async compute in the engine. Let's hope the developers will check that out to see if that improves performance, I believe the developers confirmed they are moving to UE4.12 anyways. Oh and if you want to try the DX12 rendering for yourself in Squad, it should just be a matter of adding "-dx12" to the Launch Options in Steam.
  21. Will a 965 run this?

    Is this confirmed or are you guessing?
  22. AMD Graphics Cards

    I'm excited to see how the AMD cards perform in Vulcan and DX12-titles. Nvidia is notorious for having bad performance in these new APIs due to not supporting Asynchronous Computing and only got support for Pre-Emption in the new Pascal (Which should stop the cards from halting atleast). AMD on the other hand has had support for this since the early GCN-architectures in their effort to push the Mantle API. Anyways, I've promised myself not to buy a new GPU until I see a proper high-end GPU using HBM2 and full Asynchronous Compute-support.
  23. Hi everyone, just wanted to pitch a small idea for you. Currently when using optics you get a solid gaussian blur (and a decrease in brightness) outside your scope when in ADS. My suggestion is adding an inverted Dept of Field-effect inside your scope. That way, objects closer than, say 20 meters, are blurred out while objects further out are still clear. The distance, strength and blur-type of this effect is up for discussion, of course. I believe this would put emphasis on using mid- and long-range weapons more properly by making them harder to handle in CQB. What do you guys think? Also, a secondary suggestion of mine is that all post-process effects connected to optics should be activated gradually (As opposed to instantly, as it currently is). It doesn't matter how fast the gradual activation is as long as it's gradual. I do love the idea of nerfing scopes with post-processing effects, but the instant activation makes it seem like the whole image flickers for an instant and it feels quite unnatural.
  24. Community content WIP thread!

    Weird. I barely have any experience in UE4 so the only advice I can give is to try it in 4.11 if you haven't already. That's the version I made them in.
  25. Community content WIP thread!

    Just place the files in the content-folder of your project, and Content Browser should automatically do it. Also, I'm going to update the Material Function as soon as I get some time on my computer. I've been thinking about new ways to improve it and how to use it to get the best results. Might even make a topic about it on the Unreal Forums.