GameTechDev / XeSSUnrealPlugin

Intel® XeSS Plugin for Unreal* Engine
MIT License
123 stars 4 forks source link

Lack of editor viewport and standalone game launch support with Unreal 5.1 or above #3

Closed mrjimeneprime closed 4 months ago

mrjimeneprime commented 1 year ago

Deleted and Solved

xessgamedev commented 1 year ago

Thank you for posting here.

We're trying to make it work perfectly in editor viewports. Hopefully done with XeSS SDK 1.2.

Currently , there're a workaround solution for "Play In Editor", but it will change editor settings and make things complicated duo to various Unreal editor settings related. We can try to add this workaround in next release, and it will be great if you can help to test it and give us any feedback.

mrjimeneprime commented 1 year ago

Deleted

mrjimeneprime commented 1 year ago

Deleted

xessgamedev commented 1 year ago

I'm forgot to mention I'm also a game dev working on a title. Currently I can't even use or test XeSS because of the amount of resources being taken by the editor and the stand alone game window. I can only get 3-5 fps and my whole computer stutters. I have a i5 10600k with 15gb of RAM. Dual GPU Z series motherboard. (I only have 1 GPU atm) At the the moment I'm borrowing a 3060 from a family member who doesn't mind me using it in my pc. That's why having Xess in editor needs to be implemented asap. I'm open to any solutions for the moment. But for now, its unusable.

Got it, that's valuable feedback for us. We'll notify you once it is supported in Editor.

xessgamedev commented 1 year ago

The new release is available: https://github.com/GameTechDev/XeSSUnrealPlugin/releases/tag/v1.2.10 Please have a try and welcome any feedback. @mrjimeneprime

mrjimeneprime commented 1 year ago

Deleted

xessgamedev commented 1 year ago

There's a workaround for Unreal 5.1 and above if you can't use blueprint:

  1. Get screen percentage required via r.XeSS.ScreenPercentage
  2. Set r.ScreenPercentage with the value got

Please note: r.XeSS.ScreenPercentage may be removed in future versions.

mrjimeneprime commented 1 year ago

That work around is fine in my opinion but this is the result (Not our project but same results) had to turn down settings for vram. https://drive.google.com/file/d/1qEVL1Lao2alblW2axhZkH1N8k-N6uZ9e/view?usp=share_link

When anything moves it looks like it's motion vectors are on the right side of the object. (Beside the obvious black bars)

Replicate by launch game by the right clicking uproject file, and use r.SetRes 3840x2160f and then do the Xess workaround. EDIT: This happens in the City Sample project by Epic and any project that starts on top of that project.