UE5 lumen lighting on Mac - lighting

I own an m1 Mac with Apple's in house chip. I'm also a beginner in Unreal Engine 5. I was following some very beginner tutorials on lighting and lumen. However, lumen doesn't seem to work for me. After setting the global illumination method to lumen, nothing seems to happen or change. Is there a fix for this? Or is it just the fact that I'm using a Mac and lumen isn't supported on it?

The recommended system specs are
GeForce RTX 2080 / AMD Radeon 5700 XT or higher

I'm on a 14" M1 Macbook Pro and lumen works great. This is a completely dynamic scene with no baked lighting with lumen dynamic global illumination. This scene is a red cube in a white room with a single point light.

Try using parallels once. Check on windows10 arm

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Opencv(2.4.9) to capture video,but the program is slower when I put it on the centos(ffmpeg 1.1.3) than on the windows,what's wrong?

Opencv(2.4.9) to capture video,but the program is slower when I put it on the centos(ffmpeg 1.1.3) than on the windows,what's wrong?
I encountered the same problem when I was working on a project using OpenCV 2.4.9 on the Intel Edison platform. The camera capture logic for Linux doesn't seem to be implemented properly, at least in the 2.4.9 release. The driver only uses one buffer, and this causes dropped frames. Assuming that's the issue you're seeing, it won't matter how fast the Linux machine is, because the performance is being throttled by the frame grabs.
Here's my post about it on the Intel Edison forum: https://communities.intel.com/thread/58544.

Point Grey Bumblebee2 firewire 1394 with Nvidia Jetson TK1 board

I have successfully interfaced Point Grey Bumblebee2 firewire1394 camera with Nvida Jetson TK1 board and I get the video using Coriander and video for Linux loop back device is working as well. But when I tried to access camera using OpenCV and Coriander at the same time, I have conflicts. And when I tried to access the video from camera by closing the Coriander then I can get the video but in that case I am not able to change the mode and format of the video. Anyone can help me to resolve this problem. Can I change the video mode of the camera from OpenCV.
You will have to install the flycapture sdk for ARM if you want to do it manually (by code). The flycap UI software i dont believe works on ARM, let alone ubuntu 14.04, just ubuntu 12.04 x86. If you have access, what I usually do is plug it into my windows machine and use the Flycap software to change the configurations on the camera.
I found this question completely randomly, but coincidentally I am trying to interface the bumblebee2 with the jetson right now as well. Would you care to share as to what firewire mini-PCIe you used and how you went about any configurations (stock or grinch kernel, which L4T version) ?
Also, although not fully complete, you can view a code example as to how to interface with the camera using the flycaputre sdk here: https://github.com/ros-drivers/pointgrey_camera_driver. It is a ROS driver, but you can just reference the PointGreyCamera.cpp file for examples if your not using ROS.
Hope this helps
This is not well advertised, but PtGrey do not support firewire on ARM (page 4):
Before installing FlyCapture, you must have the following prerequisites:... A Point Grey USB 3.0 camera, (Blackfly, Grasshopper3, or Flea3)
Other Point Grey imaging cameras (FireWire, GigE, or CameraLink) are NOT supported
However as you have seen it is possible to use the camera (e.g. in Coriander) using standard firewire tools.
libdc1394 or the videography library should do what you need.

What is the minimum OpenGL version required for developing on iOS 8?

Since I can't afford a Mac, I learned so far that the maximum supported OpenGL version in VMware Workstation 10 on a guest is 2.1. And yes, my plan is to virtualize Mac OS from a Ubuntu Host.
To be honest I don't want to use any Hackintosh since it will mean a lot of time-consuming reconfiguration, with also the loss of my long-lasting laptop ability with optimus/bumblebee.
The problem is that I haven't found any data about this for iOS 8, or any news about a higher supported OpenGL version in VMWare Workstation. Furthermore, OpenGL 2.1 is supported on Workstation since 7.5, so this information should be very outdated.
Although, any information about the previous IOS simulator's (7, 6, 5 and 4) OpenGL (at OS X level) requirements are also very welcomed (they are my backup solutions), same thing for VMware Workstation guests' maximum supported openGL version.
I've checked a "similar" post, but found nothing that is up to date too: What is minimum hardware and software requirements for Iphone native apps development?
Developing on a VM is not a good idea. If you want to learn on VM and mess around, that's ok. But otherwise you're going to run into a lot of other problems later on. However, if you install bare MacOS on your PC, that would be okay. See: http://www.macbreaker.com/2014/01/install-osx-mavericks-on-pc-with-niresh.html
The only difficulty with this solution is that your PC hardware may or may not be compatible with a bare MacOS installation ("Hackintosh").

x86 Windows 8 Tablet running Pro can't access Integrated Cameras with Emgu OpenCV

I can't get Emgu CV to work with the cameras on the new Atom based Windows 8 x86 tablets. These are not the ARM based tablets running Windows 8 RT these are running the full blown Windows 8 Pro x86 on x86 Atom CPUs. I've tried working code on a release version of the Samsung XE500T1C (Ativ?) and on a pre-release version of the HP ElitePad 900.
Emgu CV tells me: "Error: Unable to create capture from camera 0". The problem is probably related to the fact that the new Atom chipset is handling some of the camera functions. I've attached a screenshot of the device manager with the offending cameras highlighted.
Under Imaging devices we have:
Intel(R) Imaging Signal Processor 2300
Under System devices we have:
Camera Sensor OV2720
Camera Sensor OV8830
Flash LM3554
I've searched the Internets high and low and can't find anything useful. I've contacted HP and they're contacting their engineering. I tried Intel and the best I got was this: http://software.intel.com/en-us/articles/sample-windows-store-app-for-camera-picture-taking which is actually for the Windows Store apps. Although it does work.
Does anyone have any ideas? Needless to say I'm in a bind. One other thing Emgu CV is working fine on my Samsung Slate Series 7 that is running Windows 8 Pro. It also runs fine in a 32-bit Windows 8 Pro VM. It just appears to be these new ones with the new Atoms with the Intel Imaging Signal Processor 2300.
Thanks everyone!
Hal
I rolled Emgu back to 2.1.1 from December of 2010. This appears to work fine with the new Intel Clover Trail Atoms.
FYI: I also tried the 2.4.9 Alpha dated 2013-01-14, but that would not work.

How to diagnose Nvidia geforce 8400 gs / directx 9.0c render artifacts

In all of the "u.i." pages of Dangerous Waters 1.04 and Falcon Bms 4.32 I get
thin horizontal bars (see attached image).
They are not in the "main sim window" ("3d" fullscreen )
I'm running Win xp sp3, DirectX 9. 0c (4.09.0000.0904), on an HP DC5000 / 1gig / and the geforce 8400 gs. I also tried installing older drivers (169.21),(195.62) but the problem remains
The above games, run perfectly on at least 3 other systems I've tried, one was XP, the other two Win7, all geforce cards, a 6600, 9600, and 9800, with the latest nvidia drivers.
Other graphic apps like Blender, iRacing, xplane, ClearviewRC, Orbiter, run perfectly well on this box / card combo
I installed the nvidia perfkit, but it does not seem to be useful for apps without source code
Are there any "black box" directx / nvidia debuggers / tools that I can use to determine where the problem is originating ?
Mike
Nvidia 8400 gs render artifacts
You can try PIX which comes with the DirectX SDK, but without sources or symbols, not sure how much you will be able to diagnose.

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