It should :)
We tested a lot on ultrawide, but if not, please send a feedback back!
It should :)
We tested a lot on ultrawide, but if not, please send a feedback back!
Have a stable flow of demon to kill
And there we have it, the texture size went from 4096kbyte to 85kbyte, so it has waaaay nicer memory footprint now.
The widget is a full screen one, and on 4K screen that resolution was kind of justificable, but it literally had the same ornament in the corner, so why not crop one of it, and solve the rest in the material? Fortunately the UV math for a 90 degree rotation was really simple and cheap.
Some texture practice... We are having a texture optimisation pass in our project as we have some VRAM bottleneck on consoles.
I found that texture in a widget (Dramatic reenactment because of NDA). In the original ~90% of the texture was empty, and it was a big one.
Extra tip to end :
UI Materials are a bit funky Time-wise, and it is not using GameTime in the Editor. We had good results with that setup in the WBP
With these the UMG BP just sets two parameters and GPU solves all the rest.
I introduced a parameter for the play direction. It is 1 if Fade In, and 0 if Fade out.
For Fade I used a Lerp and OneMinus for switching the play direction.
For disabling the Rotation I just multiplied its local param with the IsActionVisible, effectively zeroing it if we are playing backwards.
The rotation had a specific curve originally that I replaced with some math.
Both features had different animation length: 350ms for the rotation sequence, and 100ms for the fadein/out.
Reflecting to @techartaid.bsky.social post : bsky.app/profile/tech...
How to move timelines to the GPU.
The goal was to have an icon appearing on the screen, rotate it a little, and able to play that animation backwards but without rotation.
The curves were simple enough to use simple math fortunately. That was the most complex one. But I am sure if it would get more complicated than that, I would go for curve atlases.
Heck, here is some content:
www.artstation.com/artwork/RnDLmA
I really like that back then. I should redo it, and fix some issues...
Last week I blew a dev's mind with that technique as we moved multiple animations to the GPU instead of having these as animation tracks in UMG on the CPU side.
A grey and white table titled: Formulas for Photoshop blending modes The subtitle says: Originally created by Rogelio Bernal Andreo "While some of the formulas are precisely what Photoshop does, others are just an approximated guess." What follows are rows of blend modes, including their forumlas, their commutavity, and additional info. A link to the full webpage with machine readable text is available at: https://web.archive.org/web/20210526073530/http://www.deepskycolors.com/archive/2010/04/21/formulas-for-Photoshop-blending-modes.html This link will also be posted in the replies.
Shader Artists!
Here's a super handy reference for the formulas behind Photoshop's blending modes✨