In addition, our existing water refuses to render clouds over it due to translucency and changing the translcency sort priority has 0 affect with Truesky’s clouds. ![]() We’re thinking of purchasing TrueSky for our project but at the moment will need to figure out a solution for water. Excuse the poor performance, for some reason TrueSky has been running really poorly on his 970 system while its been fine my 1070 although this was listed as a known bug on some cards in a post from 6 days ago. ![]() And “share buffers for VR” was also checked in the “TrueSkySequenceActor”. For reference, “instanced stereo” was enabled in UE4’s project settings. This was tested on a flight sim we were developing in UE4 on a Oculus Rift CV1. This bug flips eyes as you turn your head to look at it) Team and I are developing a VTOL Sim and found some major issues with TrueSky Water in VR.ġ) Water culls in shallows based on various camera angles (looks like its receding)Ģ) Rendering is drastically different in each eye for both it’s draw and reflections (left eye might show water correctly while right shows it receding.
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