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?
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?
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
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
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.
The Remote Build with my Mac doesn't work at all. Windows says no providing Profile found. :/
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?
Já passou da hora de ter ferramentas, para deixar o jogo Ben otimizado e leve e de fácil desenvolvimento.
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?
Why can't I use Nanite AND max draw distance together ?
all these features and self patting on the back, but when something simple like installing an SDK for android export doesn't work...
This may not be related but why did you stop supporting opengl es2.0 ?
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
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
It's coming as it's on the roadmap. Qualcomm already got it working on their hardware already
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
which roadmap? may you link it. thanks@@tomwatts9822
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.
Would love to see mobile deferred evolved into something like High-Speed Renderer
(while desktop deferred become Quality Renderer)
"ahm" cit.
Anyway, thanks
Mobile is waste of time. Please focus on PC version and keep optimizing UE5 for pc
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.
mobile is for kids BYE@@leehammoud
@@leehammoudit's sad how abandoned vr support is in unreal. They haven't done anything for the past several years.
Cry lol, the mobile gaming industry last year revenue was around 90 billion dollars.
@@dankpotato9578 mobile is for kids lol
Thanks. Спасибо