What a shame EA! Fuck off, i go to steam :-)
Since you are open to discussion and critics i would suggest you to use less aggressive language when you are on the internet. I would try something like, "Hey Cem, this is great material and thanks for the article. As far as i know from 80lvl Facebook group you can improve the performance or you may consider dropping the price. Keep up the good job." It doesn't have to be the same words but this kind of attitude would lead to a softer conversation because your intention will be clear.
@email@example.com Is there any link or video for the cheaper solutions that you mentioned before? Please share them. I haven't seen any cheaper, faster, HD, loopable and adjustable "normal map" flipbook video that you said in your first post. I would be happy to compare the results in realism.
Tom Looman presented his experiments with Forward shading in Unreal Engine 4 inspired by Dr. Facilier’s shadow in The Princess and the Frog.
Enabling forward rendering changes UE4’s default deferred pipeline. Here is Tom’s result:
The implementation is really quite basic, I used the LightAttenuationTexture available only in Forward-rendering of the engine to find which part of affected by light. To access this buffer you need to use the Custom-node in the material editor, and apply the following code:
return Square(Texture2DSampleLevel(LightAttenuationTexture, LightAttenuationTextureSampler, UV, 0));
“UV” is an input parameter (so make sure it’s added to the param list of the custom node) in which we feed the ScreenAlignedUVs node output.
For those interested, I found this snippet in the engine’s shader folder at …/4.14/Engine/Shaders/Common.usf and contains the function GetPerPixelLightAttenuation(float2 UV);
The material used in the GIF:
Make sure to read the full post on implementing forward shading inside UE4 here.