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Announcements => PlaneShift News and Rules => Topic started by: Talad on January 04, 2017, 03:13:39 pm

Title: An Unreal Arcade
Post by: Talad on January 04, 2017, 03:13:39 pm
(http://www.planeshift.it/element/%7B%22width%22%3A304%2C%22height%22%3A600%7D/crystal_hunt_screenshot.jpg)


Some updates on our Unreal Engine tests, and an arcade to remind old times.
 
We started the Unreal Engine project about 1 year and half ago. The start has been pretty rough, as we realized Unreal Engine is not specifically made to build MMOs, even if surely you can build such a game with it, but not without a lot of work. Probably one of the mistakes we did was to start converting our code in UE without first trying to learn how the engine works, and how it should be used. This lowered our motivation, and we restarted to focus on the current PS version. In the last year or so we had very little activity on Unreal, but the good news is that we restarted few weeks ago, with a new approach and new motivation.

So we decided to make a small single player game to test few things like: importing some of our models and at least one animated character, learn the blueprint system (very powerful), see the workflow in packaging a game and making patches, all using UE without too much custom code. The result is a simple game : Crystal Hunt. Some (probably few) of you may remember we had a crystal hunt also in the main PS server many years ago, and this is a revamp of that idea, but for now single player.

You can download the game for the three platforms we support.

Windows version is here (http://www.planeshift.it/public/download/CrystalHunt_V1.0.zip).
MacOSX Version is here (http://www.planeshift.it/public/download/CrystalHunt.app.zip).
Linux Version is here (http://www.planeshift.it/public/download/CrystalHunt_linux.zip).

For Windows please be sure to install the Microsoft MSVC 2015 redistributables (https://www.microsoft.com/en-us/download/details.aspx?id=48145) as its a prerequisite. If any of you are still on win 32bit system, we also compiled a version for it, here (http://www.planeshift.it/public/download/CrystalHunt_V1.0_win32.zip).

This is the very first test we do with Unreal, so will be good if you could report any issues you find. You can also tell us the FPS you get in game. (first line in the right side of the screen after pressing F2).

Enjoy!
Title: Re: An Unreal Arcade
Post by: Mordaan on January 04, 2017, 03:24:13 pm
aka Unreal Molecular Blue, aka Hungry Hungry Kran!   ;D

Also remember, this is a very stripped down product.  Just a first step to learn and build on.  We've been talking about UE for quite some time so it's great to finally have something concrete using UE4.    \\o//

Feel free to report feedback, FPS (with your specs), high scores, and anything interesting you may have encountered.
Title: Re: An Unreal Arcade
Post by: Mairon on January 04, 2017, 03:40:37 pm
Alrighty.

Specs:
i5 6600k 3,5 Ghz
RAM 16GB
GPU: Asus Strix RX 480 8GB

FPS is 62 everywhere (seems there is a cap), but stable.

Also Hydlaa looks like covered in marble dust.

Oh, and there`s not much time to admire city`s sights. But the jump boost is amazing - dream gravity as is.
Title: Re: An Unreal Arcade
Post by: Ralas on January 04, 2017, 04:22:27 pm
27-30ish FPS.

Uh, old but decent-ish specs.  It's been a while since i've looked inside my computer :P
Title: Re: An Unreal Arcade
Post by: Nairan on January 04, 2017, 04:41:21 pm
40-50 FPS

Old memories of Crystal hunt coming back hehe! Keep p looking good. there are some clipping Areas (near Finara) but im happy and exited to see more
http://i64.tinypic.com/2hqxjrs.png
http://i64.tinypic.com/24mgi84.jpg  Shadows by Tower..
http://i67.tinypic.com/11vkx3a.png
(http://i65.tinypic.com/2s8n2xl.png)

im not really good at doing screenshots.
Title: Re: An Unreal Arcade
Post by: Dilihin on January 04, 2017, 10:47:41 pm
With me it doesnt work, it says i need the Microsoft MSVC 2015 redistributables but i allready have them installed. Trying again a bit later.
Title: Re: An Unreal Arcade
Post by: LigH on January 05, 2017, 04:13:40 am
MSVC redistributables are available in 32-bit and 64-bit code. If you have a 64-bit Windows (most probably since Windows 8, quite certainly with Windows 10), you should always install both, to ensure support for both 32-bit and 64-bit applications relying on them.

AMD Phenom-II X4, GeForce 9600: 8..12 fps; looks like heavy use of shaders. And I got a warning about a driver version with known issues, recommending an update which is not available for this outdated GPU.

The landscape in the north (near the Iron Tower) looks messed, probably wrong height scaling. And I had an issue behind the temple: There were two sapphires close to each other, but none of them was taken when standing above them.

Will test again with a GT? 450.
Title: Re: An Unreal Arcade
Post by: Ravna on January 05, 2017, 06:45:53 am
I should probably post a few observations:

1) FPS is indeed capped at 60 (so won't go much higher than 62~64). Additionally, it would be really interesting to see a comparison between what you get inside this demo (without using any speed boosts) and what you get in the old client in Hydlaa at high graphic settings (type /fps ingame to show fps at the top left of your screen). Because basically, if you have 12FPS, that might not seem much, but if you only have 6 in the old client, that would still be an improvement. So far, on a few dev PCs it seems like the fps improves, but well, it would be interesting to see if that holds up to larger ranges of system specs.

2) The landscape was not copied from the old game since it does not have a landscape (all hills around Hydlaa are just textures). As a result, the landscape in this arcade release is not optimal, at a few places it might not line up perfectly with Hydlaa itself, in particular if you go outside the city this will be noticeable. This is being worked on, and will be fixed when the rest of the map is completed (places like the Winch, Arena and Hydlaa East still need to be placed, and until they are, landscaping will have to wait a little).

3) The crystals are spawned in partially random patterns (as far as I remember), so sometimes they might spawn at locations where they cannot be picked up properly (or only at great effort).

Edit: figured I should add some fps as well (note: this system is about 6 years old and wasn't top of the line back then) :)

UE-Arcade:
40 fps while looking at the windowless tower from behind the plaza fountain (which appears to be the lowest FPS I can get anywhere)
Regular client:
22 fps from the same point, and the tower + some other buildings were not rendered (half of the fountain water wasn't rendered either)

I can get 55~60 fps in most other places using the arcade client. In the regular client I can get about 65 fps when looking at something on the edge of the city, but when I look towards places where there are more buildings (even if obscured by others), I get around 30 FPS.
So while it seems like UE only draws what you can see, the current client draws *everything* in the direction you are looking at, even if you have a blank wall filling your whole screen (this is actually one of the reasons why the arena and hydlaa east are different maps).
In general, for me, the UE arcade demo performs far better in Hydlaa, and I get cool stuff like shadows as a free bonus.

Relevant System Specs:
AMD Phenom II X4 955.
16GB RAM  (not really relevant as long as one doesn't run out)
ATI HD 6870 (1GB) vid card
Windows 7
Title: Re: An Unreal Arcade
Post by: Talad on January 05, 2017, 08:40:15 am
For the ones of you with low FPS, can you please try to edit this file: %localappdata%\MyProject2\Saved\Config\WindowsNoEditor\Engine.ini

You need to start the game once, then close it so it creates this file.

Adding at the end the following section. This will set most of the parameters to low quality settings. Let me know if it improves for you.

[/Script/Engine.RendererSettings]
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.DefaultFeature.AntiAliasing=0
r.LightFunctionQuality=0
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=512
r.Shadow.RadiusThreshold=0.06
r.Shadow.DistanceScale=0.6
r.Shadow.CSM.TransitionScale=0
r.DistanceFieldShadowing=0
r.DistanceFieldAO=0
r.MotionBlurQuality=0
r.AmbientOcclusionMipLevelFactor=1.0
r.AmbientOcclusionMaxQuality=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.2
r.DepthOfFieldQuality=0
r.RenderTargetPoolMin=300
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.BloomQuality=4
r.FastBlurThreshold=0
r.Upscale.Quality=1
r.Tonemapper.GrainQuantization=0
r.LightShaftQuality=0
r.Filter.SizeScale=0.6
r.Tonemapper.Quality=0
r.Streaming.MipBias=1.5
r.MaxAnisotropy=0
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=400
r.TranslucencyLightingVolumeDim=24
r.RefractionQuality=0
r.SSR.Quality=0
r.SceneColorFormat=3
r.DetailMode=0
r.TranslucencyVolumeBlur=0
r.MaterialQualityLevel=0 ; Low quality
r.SSS.Scale=0
r.SSS.SampleSet=0
r.SSS.Quality=0
r.SSS.HalfRes=1
r.EmitterSpawnRateScale=0.125
r.ParticleLightQuality=0
foliage.DensityScale=0
grass.DensityScale=0

Title: Re: An Unreal Arcade
Post by: LigH on January 05, 2017, 08:58:15 am
A lot faster, yes (~30 fps). But also quite a bit worse. I bet we can find good compromises from there. A GeForce generation 8 can manage some higher quality, just without the most challenging shader features. Knowing the default values would be useful, though.
Title: Re: An Unreal Arcade
Post by: Talad on January 05, 2017, 09:01:28 am
From the list above remove this line:
r.DefaultFeature.AntiAliasing=0

and see how it goes. It's the post-processor which smooths the edges.
Title: Re: An Unreal Arcade
Post by: LigH on January 05, 2017, 09:12:47 am
Not that bad, still ~20 fps. I believe Bloom / MB have the biggest impact. I could also increase other options without slowing down the rendering much, as long as I keep Bloom and MB disabled.
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on January 05, 2017, 09:38:08 am
Any plans to let us Mac users try? I'm trying Crossover but for some reason I can't install the game.

Also, shame on me, but I have an ATI card with 256Mb, and 3GHz of processor... Will I be able to play or should I start preparing to leave the game? ;P
Title: Re: An Unreal Arcade
Post by: Dilihin on January 05, 2017, 09:46:42 am
Mishka: Have you tried Wine?  :lol:

Also still no success, and i have both Ligh. Also now that i think of it, congrats for publishing your second game atomic blue  :P
Title: Re: An Unreal Arcade
Post by: Jawir on January 05, 2017, 10:22:28 am
Hello there,
I have an Asus N550JK notebook with Windows 8.1 64 bit installed. In order to play the demo I had to install the Microsoft DirectX Runtime using the web setup (it is not working with the DirectX 11 that comes with Windows 8.1).
Anyway, this are the specs:
Intel HD4600 with 1792 MB of ram
Nvidia GTX850m with 4 GB of ram
Intel i7 4700HQ processor
16 GB of system memory
I tried either with the integrated and the dedicated GPU: I didn't notice much differences in frame rate switching between the two.
The lowest framerate with both is around 45 fps near the Iron Temple (toward the tent) facing the plaza. Most of the time I get 62 fps.
I noticed the grass is floating in the air in some spots at the left of the temple  :P
Title: Re: An Unreal Arcade
Post by: Ravna on January 05, 2017, 10:27:18 am
Regarding mac users:
Yes, UE does actually support Mac. However, due to Apples EULA's, one can only compile UE for Mac while running certified Apple hardware oneself. This means that we will need to compile the Mac release on a Mac. (As we do now with planeshift already.) A problem with that is that we will need to actually have a Mac using dev to compile it. For this demo, we did not. For the final UE port, we will certainly go out of our way to find one.

Regarding the system reqs:
So far I've seen the demo run at good speeds on a quad-core AMD running at 3.2 ghz and a 1gb mem ATI card, so I imagine it will still run (to some degree) on much slower/older systems, especially with the graphics turned down.
In this thread you should be able to see some results of what FPS people get using what hardware. Final reqs have not been determined, and won't be until the game is ready for release. We will try to support as many different configurations of course, and UE does seem to run faster than CS on average and high end system, but I have not seen enough data yet to tell you how it performs on low end systems.
Title: Re: An Unreal Arcade
Post by: Jilerel on January 05, 2017, 12:12:17 pm
Hydlaa sure feels more warm and nice in this demo than ever before !
Title: Re: An Unreal Arcade
Post by: Migg on January 05, 2017, 06:23:41 pm
I tried to run the demo in Linux using Wine. I installed MSVC redistributables, as well as DX11, but running the game gets me an error dialog:
Quote
the global shader cache file 'Z:Crystalhunt_V1.0/Engine/GlobalShaderCache-GLSL_150.bin' is missing.

Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): make sure your platform's packaging settings include this Targeted RHI.

Alternatively build and run the UNCOOKED version instead.

Setting DirectDrawRenderer to GDI does not help either. Trying to run the 32-bit vrsion also results in an error albeit of a different type: an assertion error.
Quote
LogWindows:Error: === Critical error: ===
LogWindows:Error:
LogWindows:Error: Assertion failed: Count >= 0 [File:d:\luca\unrealengine\engine\source\runtime\core\public\Containers/UnrealString.h] [Line: 1153]
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on January 05, 2017, 09:21:12 pm
Blurb

Same. Bumping for a solution? Maybe someone savvy enough could create a prepackaged wine application?
Title: Re: An Unreal Arcade
Post by: Rigwyn on January 06, 2017, 03:49:38 am
Tried running with wine, no luck.
seems it wants ms visual c++ 2015 redist, however according to winehq, that distro is bad.

https://appdb.winehq.org/objectManager.php?sClass=application&iId=5766


Oh well...
Title: Re: An Unreal Arcade
Post by: LigH on January 06, 2017, 03:59:35 pm
Phenom-II X6, GTS 450: 15..25 fps with defaults (Bloom and Motion Blur). 20..30 fps when disabling both of them alone. Not much worse when disabling only Motion Blur but leaving Bloom enabled.
Title: Re: An Unreal Arcade
Post by: hulla on January 07, 2017, 11:14:37 am
hello
can i sugest the team to make a youtube video of this little game whit "planeshift " and "unreal engine" in the title ? whit link and more for let the world know the progress of the work ? ( and let ,me and the other peoples who cant open it to see what it is ? (i think unreal engine dont like window 7 ) )
and perhaps lure more dev on the project ?
Title: Re: An Unreal Arcade
Post by: Emaline on January 07, 2017, 01:27:52 pm

Specs from the computer the video was taken from. FPS was 60 (seems to be the cap) I got the same FPS on my computer as well.

Core i7 2600k @ 3.4Ghz
32GB DDR3 1666Mhz
EVGA 980 Ti FTW
Samsung 850 Pro SSD

The kran chewing sound is my favorite.

It's not a great video but it gives you the idea so enjoy!

https://www.youtube.com/watch?v=XMUyXHnlz3A&feature=youtu.be
Title: Re: An Unreal Arcade
Post by: Dilihin on January 07, 2017, 02:36:55 pm
This actually looks very good, FPS was around ~20-40 FPS

Also i like the new Levrus forest :D

(https://i.imgur.com/B2jSuNk.jpg)
Title: Re: An Unreal Arcade
Post by: Venalan on January 07, 2017, 03:54:31 pm
hello
can i sugest the team to make a youtube video of this little game whit "planeshift " and "unreal engine" in the title ? whit link and more for let the world know the progress of the work ? ( and let ,me and the other peoples who cant open it to see what it is ? (i think unreal engine dont like window 7 ) )
and perhaps lure more dev on the project ?

This was always planned hulla, I just hadn't had time to do it until now.

https://www.youtube.com/user/PlaneShiftOfficial/featured
Title: Re: An Unreal Arcade
Post by: Dilihin on January 07, 2017, 05:11:31 pm
Oh also i found a bug, seems like the highscore feature is broken. It just replaces the old score with new one.
Title: Re: An Unreal Arcade
Post by: Gilrond on January 10, 2017, 01:30:18 am
Great! Waiting for the Linux version to run some tests :)
Title: Re: An Unreal Arcade
Post by: Eonwind on January 10, 2017, 12:22:25 pm
I managed to compile UE4Engine on Linux. With some luck I should manage to package the game for linux.
Title: Re: An Unreal Arcade
Post by: Nairan on January 10, 2017, 01:24:18 pm
with only the line  r.DefaultFeature.Bloom=False added i get 62 fps (capped there?)
Title: Re: An Unreal Arcade
Post by: Ravna on January 10, 2017, 01:47:20 pm

Yes, 60 is what the FPS is capped at. So it may sometimes go up and touch 62 or 63, then go back to 59, but in general, you should be seeing mostly 60~62 when your system can handle everything the game throws at it. :)
Title: Re: An Unreal Arcade
Post by: Mordaan on January 11, 2017, 09:50:45 am
with only the line  r.DefaultFeature.Bloom=False added i get 62 fps (capped there?)

Agreed.  That line removed the "fog/glow" for me.
Title: Re: An Unreal Arcade
Post by: LigH on January 11, 2017, 09:54:06 am
And disabling Motion Blur, removing the soapy movement, is another way to not decrease the frame rate unnecessarily. Just reducing its amount may aleady be suitable.
Title: Re: An Unreal Arcade
Post by: Mordaan on February 20, 2017, 04:16:10 pm
Ok all you mac users!

Talad now has a mini-mac at his disposal so at long last, the mac folks can test the demo.

The Mac OSX version of the game is available and ready to test
www.planeshift.it/public/download/CrystalHunt.app.zip
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on February 21, 2017, 03:07:33 am
REJOICE. I was thinking I was gonna have to buy one and learn how to build with Unreal at this rate ;P Giving it a try right meow.
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on February 22, 2017, 03:03:48 pm
So... I ran into trouble. Here's what I got. I hope someone can make sense of it.

http://imgur.com/a/mopRr
Title: Re: An Unreal Arcade
Post by: LigH on February 22, 2017, 03:13:40 pm
The first message looks like developers have to change some parameters of the packaging process.

The second means "update your driver"... hopefully new drivers would support a newer OpenGL feature version.
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on February 22, 2017, 04:08:14 pm
The second means "update your driver"... hopefully new drivers would support a newer OpenGL feature version.

What you just said means it needs a new card, because the card will run only the highest version of OpenGL it can. There is no workaround to bypass this, unless I can run the game slower.

Which should still be better than how it is right now.
Title: Re: An Unreal Arcade
Post by: LigH on February 22, 2017, 04:13:25 pm
Hmm, you may be right.

Well - it is a warning that it may be slow or not so pretty. You can still try if it works at least "satisfying". It worked a bit on a GeForce 9600 still. That should be similar to yours.

It is also possible to reduce the amount of prettifying effects; some moderate effects are more compatible with OpenGL 3 than elaborate effects which require newer versions. That has been discussed before.
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on February 22, 2017, 08:36:47 pm
The first message looks like developers have to change some parameters of the packaging process.

Still, this will be the part tha's going to give me the most grief. So I can't see if it works until this is fixed. It's a good thing I tested it, I guess...
Title: Re: An Unreal Arcade
Post by: LigH on February 23, 2017, 02:30:10 am
Of course. And this message about missing "COOKED" files sounds famous to me. I am sure I already read that elsewhere.
Title: Re: An Unreal Arcade
Post by: Radanar on February 23, 2017, 10:24:26 am
I'm curious with this project to update the game engine, have always used Macs, and so was excited to give this test game a try. I was more interested in exploring to compare the world from the older engine than actually playing the crystal hunt game, but everything worked nearly flawlessly using the default settings. For those interested, I'm currently using a 2012 iMac 27, 3.4 GHz Intel Core i7 (quad core), Nvidia GeForce GTX 680MX 2048 MB, and running OS 10.12.3 Sierra. The one error I encountered was having the game freeze once when pressing the "start" button, requiring using the escape key to quit the game. All other attempts to play had no issues.

I'm looking forward to the day when this will replace the current PS engine!
Title: Re: An Unreal Arcade
Post by: MishkaL1138 on February 23, 2017, 11:14:51 am
I'm curious with this project to update the game engine, have always used Macs, and so was excited to give this test game a try. I was more interested in exploring to compare the world from the older engine than actually playing the crystal hunt game, but everything worked nearly flawlessly using the default settings. For those interested, I'm currently using a 2012 iMac 27, 3.4 GHz Intel Core i7 (quad core), Nvidia GeForce GTX 680MX 2048 MB, and running OS 10.12.3 Sierra. The one error I encountered was having the game freeze once when pressing the "start" button, requiring using the escape key to quit the game. All other attempts to play had no issues.

I'm looking forward to the day when this will replace the current PS engine!

Why can you play, but I can't? This is stupid! This is why I suggested Unity a while back... Sigh. Well, what can I do. I have no way to upgrade my system until I get a new PC, which I'm already saving up for.
Title: Re: An Unreal Arcade
Post by: Dilihin on February 24, 2017, 02:23:12 am
I'm curious with this project to update the game engine, have always used Macs, and so was excited to give this test game a try. I was more interested in exploring to compare the world from the older engine than actually playing the crystal hunt game, but everything worked nearly flawlessly using the default settings. For those interested, I'm currently using a 2012 iMac 27, 3.4 GHz Intel Core i7 (quad core), Nvidia GeForce GTX 680MX 2048 MB, and running OS 10.12.3 Sierra. The one error I encountered was having the game freeze once when pressing the "start" button, requiring using the escape key to quit the game. All other attempts to play had no issues.

I'm looking forward to the day when this will replace the current PS engine!

Why can you play, but I can't? This is stupid! This is why I suggested Unity a while back... Sigh. Well, what can I do. I have no way to upgrade my system until I get a new PC, which I'm already saving up for.

I don't think Unity would be a good idea...
Title: Re: An Unreal Arcade
Post by: Talad on February 24, 2017, 04:56:11 pm
This is our very first Mac build for Unreal, so it's normal it gives issues.

About the cooked content, it means the files are not "prepared" the way they should, but it's weird it gives the error only to one person, as it should be all or none. Anyway I will check it and see if we can COOK it.

Can people who managed it to run confirm the FPS they get? Press F2 to get options then enable FPS.

Title: Re: An Unreal Arcade
Post by: Migg on February 24, 2017, 05:27:55 pm
Don't know if it helps any, but I got a similar message about cooked content when i tried to run the demo in wine:

I tried to run the demo in Linux using Wine. I installed MSVC redistributables, as well as DX11, but running the game gets me an error dialog:
Quote
the global shader cache file 'Z:Crystalhunt_V1.0/Engine/GlobalShaderCache-GLSL_150.bin' is missing.

Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): make sure your platform's packaging settings include this Targeted RHI.

Alternatively build and run the UNCOOKED version instead.
So this probably means something else is causing this and not COOKing?
Title: Re: An Unreal Arcade
Post by: Radanar on February 25, 2017, 04:43:36 pm
Quote
Can people who managed it to run confirm the FPS they get?

My iMac averages 58-60 fps in windowed mode and 38-45 fps in full screen mode at 1920x1080 screen resolution.
FPS shows at upper right of screenshots. Very nice and playable even on this older computer and graphics card! (2012 iMac 27, 3.4 GHz Intel Core i7 (quad core), Nvidia GeForce GTX 680MX 2048 MB)

(https://i.imgsafe.org/1f74844c2c.jpg)

Larger pics here: https://i.imgsafe.org/1f14499262.jpg (https://i.imgsafe.org/1f14499262.jpg) and https://i.imgsafe.org/1f148eeab9.jpg (https://i.imgsafe.org/1f148eeab9.jpg)
Title: Re: An Unreal Arcade
Post by: Talad on March 01, 2017, 02:07:20 am
Hi PlaneShifters, thanks to eonwind we also have a linux package of Crystal Hunt.

You can download it here (http://www.planeshift.it/public/download/CrystalHunt_linux.zip).

As usual give us your feedback on any issue you find and the FPS you get.
Title: Re: An Unreal Arcade
Post by: Rigwyn on March 01, 2017, 10:24:42 pm
Gave it a quick spin while running lots of other things in the background.
Got 62 fps consistently both windowed and fullscreen ( 1600x9000 )
Hardware: core i5-3330 @ 3ghz (https://ark.intel.com/products/65509/Intel-Core-i5-3330-Processor-6M-Cache-up-to-3_20-GHz), 8g ram, Nvidia GTX970 (http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-970/specifications)

( This was on 64 bit Debian stretch with proprietary Nvidia driver  375.39 )
Title: Re: An Unreal Arcade
Post by: Barerorecy Gotar on March 04, 2017, 12:34:27 am
Works with no issues on arch linux. 62 FPS almost all the time, lowest value I have seen was 59.xx, but that is rare, usually when it's not maxed, it's still over 60 and gets back up so fast I don't have time to read the number. All graphics settings on epic.

Resolution 1920x1080 on one monitor(with game running full screen) and 1600x900 on the other (with other stuff). Proprietary nvidia graphics version 378.13-3. CPU: i7-3820, GPU: GeForce GTX 1060 3GB, RAM: 16GB
Title: Re: An Unreal Arcade
Post by: Can-ned Food on March 05, 2017, 10:51:19 am
My platform was likely rather low-end compared to most here, so it should be informative.

video4 * AMD A6-3400M APU Radeon HD @ 1400MHz
driverATI AMD Radeon HD 6520G
OpenGL4.5.13399
kernelLinux 64-bit 3.16

1333x833 windowed for all tests.  oh, and a bit of CPU activity in background, but nothing graphical.  then again, I do have combined APUs.
at Epic across the board, i averaged 10..12 fps, dropping to 8 or 9 for some areas.  latency ranges from 80..100 and over.
at Low, it ranged 20..40 depending on view distance and whether trees nearby, going slightly below 20 when near trees or in them.  latency about 40.
I got a decent balance with [ e , h , l , e , m , h ], though with some flickering observable, what with it averaging <30fps.
Title: Re: An Unreal Arcade
Post by: Miya on March 18, 2017, 08:10:04 pm
Please consider enabling VR mode with the OSVR plugin:
https://github.com/osvr/osvr-unreal

(Full disclosure: I work on that plugin)

Long time fan of Planeshift. Would love to see it in VR!
Title: Re: An Unreal Arcade
Post by: Migg on March 20, 2017, 04:41:50 pm
 On a Linux laptop with a Core I5-3210M and GEFORCE GTX 660Mgraphics, I got 20-25 fps with latency ranging from 40-44 running full-screen at 1920x1080 on epic settings. Running in a window at 1440x900 with the same quality settings, fps was more erratic but better, ranging from 21 to 35 and latency ranging mostly in the 30-34 range. Graphics displayed no noticeable artifacts. I would say the demo was mostly on par with the game, just a tad slower, though sometimes it appeared more erratic. It would be nice if the game would track min/max fps and latency for each round, then reporting more accurate numbers would be easy.
Title: Re: An Unreal Arcade
Post by: Can-ned Food on March 21, 2017, 01:12:06 am
It would be nice if the game would track min/max fps and latency for each round, then reporting more accurate numbers would be easy.

Yes!  Or even statistics:  It shouldn't be too much of an additional workload to gather some points during the test.  What would be a good sampling frequency?
Title: Re: An Unreal Arcade
Post by: Gilrond on April 16, 2017, 03:59:57 pm
I just tested the Linux build. While I'm getting 60fps, in some places animation isn't smooth (like when walking up the stairs, it feels jagged).

(https://i.imgur.com/hjRwKuV.jpg)

GPU: AMD R480 / Mesa.

Code: [Select]
OpenGL renderer string: Gallium 0.4 on AMD POLARIS10 (DRM 3.8.0 / 4.9.0-2-amd64, LLVM 3.9.1)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.1.0-devel (git-af73acca2b)

Stats shown are using GALLIUM_HUD. CPU doesn't seem to be used much. Did you try building Unreal with Vulkan support?
Title: Re: An Unreal Arcade
Post by: Dilihin on June 05, 2017, 12:34:07 pm
I just wanted to say that you should include requirements.txt into the linux version so anyone using more unique distros remember to install all required packages ;-)
Title: Re: An Unreal Arcade
Post by: DGMurdockIII on July 07, 2017, 06:05:06 pm
look at this - KBEngine open source MMOG server engine combine with (Unity3D, UE4, OGRE, HTML5, etc.) to form a complete client. - http://kbengine.org/

ersistent crossplatform online data interface for UE4  https://github.com/xzessmedia/UE4AM

https://forums.unrealengine.com/showthread.php?22928-Next-Gen-MMO-Plug-in-for-UE4