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Merhaba.

C++ ile Unreal Engine 5 üzerinde FPS oyunu yapacağım.

Başlıktaki gibi:

Ryzen 5 5500, 32 GB RAM ve 1660 Ti sistem 512 GB SSD + 1 TB HDD Unreal Engine 5 ile uyumlu mu? Eğer sıkıntı olursa başka C++ uyumlu motor önerebilirsiniz.
 
Kimse bahsetmemis ancak o GPU ile projenizde Hardware Lumen acamazsiniz. Sadece Software Lumen yapabilirsiniz. Bu kagit ustunde cok buyuk bir problem degil ancak sadece Software Lumen kullanan bir oyunda GI ve yansima kalitesi cok daha dusuk olacaktir, Editor'de karsilastiginiz kisitlamalara zaten hic girmiyorum.

GI kalitesi farki cok fark edilmese de, yansima kalitesi farki oldukca hissedilecektir. Software Lumen ile yansimalar ayni zamanda oldukca screen space bilgisi kullaniyor, bu yuzden HW Lumen ile yapilmis yansimalara kiyasla cok daha sorunlu oluyorlar.

Kalite farki disinda da birkac eksileri var Software Lumen'in tabii ki, onlari da direkt alintiliyorum.
Geometry Limitations:

  • Only Static Meshes, Instanced Static Meshes, Hierarchical Instanced Static Meshes, and Landscape terrain are represented in the Lumen Scene.
  • Foliage must be enabled with the setting Affect Distance Field Lighting found in the Foliage Tool settings.
Material Limitations:

  • World Position Offset (WPO) is not supported.
  • Translucent materials are added as a lumen card so they can receive diffuse global illumination when using Hit Lighting for Reflections with Lumen.
  • Distance fields are built off of properties of the material assigned to the Static Mesh Asset rather than the override component.
    • Overriding with a material that has a different Blend Mode or that has Two-Sided property enabled will cause a mismatch between the triangle representation and the mesh's distance field representation.
Workflow Limitations:

  • Software Ray Tracing requires that levels be composed of modular geometry. Things like walls, floors, and ceilings should be separate meshes. Large single meshes, such as a mountain or multi-story building, will have a poor distance field representation that can cause self-occlusion artifacts to appear.
  • Walls should be no thinner than 10 centimeters (cm) to avoid light leaking.
  • Distance Fields cannot represent extremely thin features, or one-sided meshes seen from behind. Avoid these types of artifacts by ensuring the viewer doesn't see the triangle back faces of one-sided meshes or only use closed geometry.
  • Mesh Distance Field resolution is assigned based on the imported scale of the Static Mesh.
    • A mesh that is imported very small and then scaled up on the component will not have sufficient distance field resolution. Instead, set the distance field resolution from the Static Mesh Editor's Build Settings if you use scaling on placed instances in a Level.

Peki grafik kalitesine odaklanmayan bir oyun yapiyorsaniz sorun olacak midir? Hayir. Ideal bir projede tek Lumen modu HW Lumen ASLA olmamalidir zaten.

Kaldi ki projenizde ''HW Lumen mi SW Lumen mi kullanmaliyim?'' gibi sorular sormaya baslayacaginiz vakitlerde coktan GPU'nuzu yukseltmis olursunuz zaten.

Bunun disinda sisteminiz uyumlu. Editor ve cache klasorunuz kesinlikle HDD'nizde olmasin ama. Kolay gelsin.