Developing Mobile Games with Unreal Engine: Rendering and Workflows | Unreal Fest 2023

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  • čas přidán 21. 08. 2024

Komentáře • 26

  • @aufgespielt3768
    @aufgespielt3768 Před 9 měsíci +2

    The Remote Build with my Mac doesn't work at all. Windows says no providing Profile found. :/

  • @recaia
    @recaia Před 29 dny

    How to cut maps in a mobile phone game that the user needs so that he can download a basic map when downloading the game and then download each map when needed?? The second question: How do we make the mobile user more than just a graphics level?

  • @pksupremo9955
    @pksupremo9955 Před 10 měsíci +1

    Já passou da hora de ter ferramentas, para deixar o jogo Ben otimizado e leve e de fácil desenvolvimento.

  • @JoaoKalva
    @JoaoKalva Před 9 dny

    39:10 iOS is also ES31?
    This is so confusing because you would think that iOS devices would run Metal instead of OpenGL 3.1, or does ES31 and OpenGL 3.1 mean different things?

  • @kmtsvetanov
    @kmtsvetanov Před měsícem

    Why can't I use Nanite AND max draw distance together ?

  • @levexe
    @levexe Před 28 dny

    all these features and self patting on the back, but when something simple like installing an SDK for android export doesn't work...

  • @imaduddeen4269
    @imaduddeen4269 Před 3 měsíci

    This may not be related but why did you stop supporting opengl es2.0 ?

  • @Khalid_Looby
    @Khalid_Looby Před 10 měsíci +5

    Does unreal enigne ( 5.2 or 5.3 or anything ) support deffered render on all mobile devices?
    so i will rephrase my question
    Does Unreal engine ( 5.2+ ) which is its minimum spec is opengl es 3.2 and android 8+ and only 64-bit devices support deffered render on all those said devices?
    say it does not. what will happen to the devices that does not support deffered render and your game project is set to use deffered render? will they fallback to use forward? or the game will not launch at all or maybe give them an error saying their hardware is not supported? please answer

    • @EA-rd8dp
      @EA-rd8dp Před 10 měsíci +1

      I'm pretty sure it's not possible to support ALL since not all mobile devices have enough juice for gbuffers to support deferred rendering

    • @tomwatts9822
      @tomwatts9822 Před 10 měsíci

      It's coming as it's on the roadmap. Qualcomm already got it working on their hardware already

    • @Khalid_Looby
      @Khalid_Looby Před 10 měsíci

      that does not make much sense. you have to remember unreal enigne 5.2 and 5.3 min spec are quite high ( open gles 3.2 and android 8+ and vulkan etc ) so ofc unreal enigne wont support deffered render on a samsung s3 from 2011. coz it WONT EVEN RUN THE GAME to begin with :)
      so i will rephrase my question
      Does Unreal engine which is its min spec is opengl es 3.2 and android 8+ and only 64bit devices support deffered render on all those said devices?
      @@EA-rd8dp

    • @Khalid_Looby
      @Khalid_Looby Před 10 měsíci

      which roadmap? may you link it. thanks@@tomwatts9822

    • @tatoforever
      @tatoforever Před 10 měsíci +1

      It's being worked on. Maybe in 5.4 or 5.5+ but deferred rendering will be supported on high end mobile devices. If what you are looking forward is Lumen/Nanite on mobile, it will come at the same time. As of now, Forward base does a pretty good job but yeah few post process features and no nanite/lumen.

  • @FlippingLuna
    @FlippingLuna Před 9 měsíci

    Would love to see mobile deferred evolved into something like High-Speed Renderer
    (while desktop deferred become Quality Renderer)

  • @unlinkedgames6595
    @unlinkedgames6595 Před 9 měsíci +1

    "ahm" cit.
    Anyway, thanks

  • @randomfootages9120
    @randomfootages9120 Před 10 měsíci

    Mobile is waste of time. Please focus on PC version and keep optimizing UE5 for pc

    • @leehammoud
      @leehammoud Před 10 měsíci +24

      That's naive to say. Mobile VR, such as Quest, is pretty much on a massive incline. Keeping good development support to mobile in Unreal is important.

    • @randomfootages9120
      @randomfootages9120 Před 10 měsíci

      mobile is for kids BYE@@leehammoud

    • @SINfromPL
      @SINfromPL Před 10 měsíci +4

      ​@@leehammoudit's sad how abandoned vr support is in unreal. They haven't done anything for the past several years.

    • @dankpotato9578
      @dankpotato9578 Před 9 měsíci +10

      Cry lol, the mobile gaming industry last year revenue was around 90 billion dollars.

    • @randomfootages9120
      @randomfootages9120 Před 9 měsíci

      @@dankpotato9578 mobile is for kids lol

  • @alexander.777
    @alexander.777 Před 10 měsíci

    Thanks. Спасибо