Jon Wade
7.6K posts

Jon Wade
@asjonish
Co-Founder Studio Slime. Prev: 3D/AR/VR @Shopify; Lab monkey @Carleton_U. Expect a lot of videogame talk
Ottawa, Ontario Katılım Ağustos 2008
840 Takip Edilen1.3K Takipçiler

@flassari Reporting because I had the right toolchain. I had 35207, it suggested I get ... 35207 :) It also says anything between 0 and 35210 (35207 is in that range) wouldn't work. TL;DR I had the right toolchain, but it didn't work until i upgraded the IDE (even though I'm a rider user)
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@asjonish You don't need to upgrade all of Visual Studio, just the MSVC toolchain. The exact version needed is in that error message.
We try to make it easy by letting users just click the yellow banner to get the right version, like the error message states: x.com/flassari/statu…
Ari Arnbjörnsson@flassari
If you see this dialog in your Unreal Engine project, click Install. At Epic Games, we now ensure that the preferred toolchains for the current engine version are listed in the Visual Studio solution. #uetips
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@flassari FYI Wanted to try our game in 5.7 and UBT was trolling me (see screenshot). Release notes say "Visual Studio 2022 v17.14 or newer", but I was on 17.14.0 and things didn't work until I upgraded (now 17.14.21). Be good to update release notes to exact 17.14.x required

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@albn @Sketchfab Ha! Did you let out a little cheer when it popped up?
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@NVIDIAGameDev @NVIDIAGameDev Zorah Demo download link is busted on the article: developer.nvidia.com/blog/nvidia-rt…
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💡At #GDC2025, we’ve announced new neural rendering and digital human technologies that expand how developers can create complex worlds and lifelike characters.
nvda.ws/4hIHuqG
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@Jiayin_Cao @PixelCurmudgeon @acmarrs I see the branch is up now, are there any plans to release the demo itself?
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@PixelCurmudgeon, @acmarrs and I’ll be giving a presentation at GDC next week, where we’ll dive into the details of how we handle light transportation and ray tracing with Nanite on NvRTX branch of UE5 in Zorah

NVIDIAGameDev@NVIDIAGameDev
Ready to learn about NVIDIA's next-generation graphics? 🚀 In this #GDC2025 session, @acmarrs, @PixelCurmudgeon and @Jiayin_Cao will discuss the cutting-edge algorithms and techniques behind the Zorah demo, including DLSS 4, RTX Mega Geometry and more. nvda.ws/3XgAkm2
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@JonOlick Why not 🤷♂️ people are out there with $1000 motherboards and you can overkill on CPU cores, ram timings, NVMe throughput, etc. Of all of them, the ridiculous $ GPU probably moves the needle on rendering for games more than any of the others… I splurged on a 4090. No regrets.
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@kellymoran Hope all heals up well, and the time you take away for yourself is refreshing. If its any consolation, MITF is my album of the year by a longshot.
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@asjonish I suspect it's prioritized by top crashes, as in how many people are encountering the crashes according to our crash reporter 🤔
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@flassari What's the decision criteria for hotfix patches? This one-liner missed 5.5.1, but fixes a hard crash for async navmesh. Keeps us from moving to 5.5 (trying to put off doing our own source build as long as possible for logistics reasons) github.com/EpicGames/Unre…
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@iBrews @Camouflaj *UE3 (with a custom forward renderer for AC/AK IIRC)
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I wonder how many people vaguely familiar with game development see this and assume it’s telling you @Camouflaj made Batman Arkham Shadow in Unreal Engine?
To be clear: they used Unity but the previous (non-VR) games were made in UE4.
Alex Coulombe@iBrews
This too 🙃
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All I want is a space like this. A small garage somewhere (that’s not my house) where I can do my job, tinker with a car or two, and explore new ideas.
interiorstellar@interiorstellar
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🔥Spatial intelligence needs fast, *interactive* 3D world generation 🎮 — introducing WonderWorld: generating 3D scenes interactively following your movement and content requests, and see them in <10 seconds! 🧵1/6
Web: kovenyu.com/WonderWorld/
arXiv: arxiv.org/pdf/2406.09394
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@PanWiilson @UnrealEngine @flassari youtube.com/watch?v=GuIav7… time stamped. I believe there is an example of this in Lyra. Honestly looking at the code under the hood I think it can still flush tho. As @flassari has said, async loading is the way. If you can put the work to move that direction go there.

YouTube
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@UnrealEngine @flassari Our project (+a save file) can consistently cause issues.unrealengine.com/issue/UE-177022 to occur in 5.4.2. Even when using RequestAsycLoad() and WaitForComplete on the handle which I learned about through Ari's 'Fest talk. Is there someone to reach out to?
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@flassari @UnrealEngine perhaps I can get a min repo project going in the next few days by taking a real small slice of our code/assets
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@flassari @UnrealEngine A DataAsset has a soft asset ptr to a BP class, the loading thread gets stuck on hard dependencies (sounds, textures). I can remove or change those dependencies, but it gets stuck regardless (ie its not a specific sound/texture that is the issue)
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@flassari @UnrealEngine Yes, definitely want to ditch all our sync loads at some point, but would still be great kill this bug and will take time to go clean up our codebase :)
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@asjonish @UnrealEngine Is there any way of doing it without a synchronous load / block on WaitForComplete? So just keeping it async? I really advise against any and all sync loading calls in shipping games if possible even if it didn’t crash 😬
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