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On console platforms you can expect to see much larger performance gains! By using these two techniques, you get "free" performance! On "Bullet Train," we saw about 0.25 ms total savings on the PC, where the total frame time is only 11ms. Next, for the post-processing stage, we use the inverse of that mesh, which represents the visible pixels, and then only run post processing on those. The hidden area mesh works as a prepass, where we take a mesh that represents the area hidden from view, and reject everything behind the mesh. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions. We've implemented a new "Hidden and Visible Mesh optimization" to reduce the GPU overhead of VR rendering. Your VR games get faster in this release, thanks to new rendering optimizations specifically for head mounted displays. It can be enabled on other devices by setting the r.RefractionQuality render variable in their corresponding Device Profile
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Your existing shaders with refraction will automatically work on mobile devices in this release - no extra steps are required!Įnabled on iPhone 5S and above and Android devices such as Nexus 5, Galaxy Note 4 and Galaxy S6 Refraction effects are now fully supported on mobile platforms. Major Features New: Refraction Effects for Mobile
We've also refreshed our target platforms with support for latest SDKs. And on Mac, we've revamped our Xcode projects to allow you to work more efficiently. Last but not least, great news for programmers: You can now use Visual Studio 2015 for development on Windows.
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Mobile gets a nice upgrade in this release too, with new scalability features and support for refraction. Epic's "Bullet Train" VR demo is powered by new features in this version, with new rendering optimizations designed specifically for head mounted displays. Unreal Engine is designed for incredible VR experiences, and every release it gets better. Hundreds of reported bugs have been bashed, many new quality of life improvements were added, and virtually every supported platform has received updates. Welcome to Unreal Engine 4.10! This release is packed with a number of great new features, but our main focus has been to increase engine stability and fix outstanding issues. Yarger (cpyarger), Clay Chai (chaiyuntian), Cliff Jolly (ExpiredPopsicle), Coherent UI (CoherentUE4), Derek van Vliet (derekvanvliet), Frugality, Guillaume Buisson (monsieurgustav), Ian Fox (MaideCa), Jay Mattis (braindx), Jeff Rous (JeffRous), Joshua Olson (MrMormon), Kacper Kowalczuk (Ogniok), Marat Radchenko (slonopotamus), Markus Breyer (pluranium), Michael Allar (Allar), ondys, Piotr Bąk (Pierdek), Rama (EverNewJoy), Ren Wilson (rwils), Rene Rivera (grafikrobot), Robert Khalikov (nbjk667), Robert Williams (Rottbott), Ryan Luck (overlawled), Salamanderrake, Sébastien Rombauts (Srombauts), Sergey Vikhirev (BorMor), Shaijan, ssoria, Sylvain Rochette (labidus), Tam Armstrong (tamarmstrong), TheSoeldner, x414e54 Navrotskiy (bozaro), Cengiz, Terzibas (yaakuro), Christopher P.
This release brings hundreds of updates for Unreal Engine 4, including 53 improvements submitted by the community of Unreal Engine developers on GitHub! Thanks to all of these contributors to Unreal Engine 4.10:Īndreas Axelsson (judgeaxl), Andrew Scheidecker (AndrewScheidecker), Artem (umerov1999), Artem V. New: Mobile Provisioning Profile Selector
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NVIDIA SHIELD Controller and SHIELD Portable
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New: Automatic Blueprint Node ArrangementĪmazon Fire Game Controller and Amazon Fire TV remote