Originally posted by Alexey.Panteleev
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Originally posted by Alexey.Panteleev View Post
I just went ahead and ported the TXAA integration to 4.19 and fixed the crash on viewport resize. It's not perfect (e.g. I expect the dynamic resolution feature will not work properly yet), but it's better than before.
To make sure that you're using TXAA and not built-in TAA, do something to break it, for example set r.TXAA.EnableColorClipping to 0 and observe trailing artifacts when moving the camera.
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by sudey View Post
Why when allow static light is disconnected, in case of switching on of vxgi 2.0, the engine crash?Last edited by 0lento; 04-26-2018, 10:51 AM.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by iniside View PostAlexey.Panteleev
Hey while you are here I have question.
Did you considered optimizing Voxelization pass to not happen every frame ? Ie. do not revoxelize static objects, voxelize further cascades less often (every N frames). Etc ?
On complex scenes consistently even on 1080ti Voxelization pass is most time consuming. It would do wonders to make VXGI more scalable to lower end hardware.
There are two feasible options. One is to only update dynamic objects (not just UE-dynamic, but also moving static meshes) and regions that were not covered on the previous frame. This is somewhat problematic because it relies on the engine being able to compute accurate bounding boxes for dynamic objects, and also update parts of the static objects that happen to intersect with dynamic. Adding direct lights makes this even more fun because shadows potentially depend on objects far away, and objects that receive the shadows then also need to be updated.
The second option is to freeze the voxel representation for some number of frames while the game/project knows that things are static. This is relatively easy, but it will lead to stutter when something does change, and voxelization needs to happen. A more advanced version of this would perform voxelization of a complex scene over multiple frames, while VXGI lighting will be either turned off or based on the previous voxel data (with the latter requiring changes to VXGI itself to handle two sets of voxel data).
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Originally posted by Alexey.Panteleev View Post
Fixed. Исправлено.
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Alexey.Panteleev I tried TXAA3-4.19 and now it does give slightly different visuals on my testing. It doesn't really perform that well in comparison to unreals built-in TAA on my trivial ghosting test but one can tell it's not same ghosting anymore. For comparison shots:
Here's Nvidias TXAA 3: https://www.dropbox.com/s/5rxj6lhgqf...TXAA.gif?raw=1
and here UE4's TAA: https://www.dropbox.com/s/m0llmelg5j..._TAA.gif?raw=1
Ghosting isn't that bad on normal use cases, I just use that test as it brings the worst out of temporal AAs and can show what might happen on noisy materials.
As as side note, TXAA crashes UE4 instantly on postrprocessing pass if unreals forward shading is enabled. Is Nvidias TXAA supposed to work in forward at all?https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by 0lento View PostAlexey.Panteleev I tried TXAA3-4.19 and now it does give slightly different visuals on my testing. It doesn't really perform that well in comparison to unreals built-in TAA on my trivial ghosting test but one can tell it's not same ghosting anymore. For comparison shots:
Here's Nvidias TXAA 3: https://www.dropbox.com/s/5rxj6lhgqf...TXAA.gif?raw=1
and here UE4's TAA: https://www.dropbox.com/s/m0llmelg5j..._TAA.gif?raw=1
Ghosting isn't that bad on normal use cases, I just use that test as it brings the worst out of temporal AAs and can show what might happen on noisy materials.
As as side note, TXAA crashes UE4 instantly on postrprocessing pass if unreals forward shading is enabled. Is Nvidias TXAA supposed to work in forward at all?
I'll need to look into the forward shading issue.
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Originally posted by sudey View Post
Thank you. Спасибо. Если можно последний вопрос- Почему собранный движок иногда подвисает? не используя даже vxgi. В то время как движок от лаунчера допустим идет гладко. причина в сборке или так должно быть? Спасибо оперативность.
I'm not sure why the non-VXGI engine that you build yourself sometimes lags, compared to the binaries from Epic. Are you building the Development Editor configuration? Are you running it from Visual Studio - if so, will it still lag if you use Debug / Start Without Debugging command? In any case, you should probably discuss this with Epic support.
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Hi Alexey, thanks for the the VXGI 2.0 update. Started diving into the new post process format.
Do you have suggestions for an extreme performance setup that would be similar to former:
VXGI diffuse only - 4 Cones - 3 Tracing Sparsity - Cone Rotation On - Refine Space tracing On - Multi-bounce On - MapSize 64.
After trying Tracing-resolution Quarter-Res, MapsizeX/Y/Z 64 and Quality/sample Rate to .5 i feel like i lost a couple frame per second compared to my former performance setup.
I'm merely trying to define an extreme performance setup that should run on a maximum amount of users.
Edit: The VXGI pdf at the root of the engine build has actually been updated with the new vxgi format and lots of information.Last edited by MaximeDupart; 04-26-2018, 02:36 PM.LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Originally posted by Alexey.Panteleev View Post
Considered - yes, implemented - not yet.
There are two feasible options. One is to only update dynamic objects (not just UE-dynamic, but also moving static meshes) and regions that were not covered on the previous frame. This is somewhat problematic because it relies on the engine being able to compute accurate bounding boxes for dynamic objects, and also update parts of the static objects that happen to intersect with dynamic. Adding direct lights makes this even more fun because shadows potentially depend on objects far away, and objects that receive the shadows then also need to be updated.
The second option is to freeze the voxel representation for some number of frames while the game/project knows that things are static. This is relatively easy, but it will lead to stutter when something does change, and voxelization needs to happen. A more advanced version of this would perform voxelization of a complex scene over multiple frames, while VXGI lighting will be either turned off or based on the previous voxel data (with the latter requiring changes to VXGI itself to handle two sets of voxel data).
Ie. On elemental demo scene, default settings voxelization takes about 8.88ms on GeForce 1080 TI (enabled Diffuse and AO pass). And that scene is mostly static. I gues trade off for much faster voxelization (but with less quality due to less often updates), would be acceptable especially for diffuse and AO.
But it is so nice that this tech is still being worked on.https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.
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Originally posted by Maxime.Dupart View PostDo you have suggestions for an extreme performance setup that would be similar to former:
VXGI diffuse only - 4 Cones - 3 Tracing Sparsity - Cone Rotation On - Refine Space tracing On - Multi-bounce On - MapSize 64.
After trying Tracing-resolution Quarter-Res, MapsizeX/Y/Z 64 and Quality/sample Rate to .5 i feel like i lost a couple frame per second compared to my former performance setup.
Just for reference, here's the code that translates the new-style parameters (Quality and Sampling Rate) to the old-style number of cones and angle.
Code:float quality = saturate(params.quality); const float minAngle = 15.f; const float maxAngle = 60.f; float coneAngle = (minAngle - maxAngle) * quality + maxAngle; int numCones = int(clamp(directionalSamplingRate / (1.f - cosf(deg2rad(coneAngle * 0.5f))), 4, 128));
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Originally posted by iniside View Post
Hey thanks for answer. IT would be really nice to get it working.
Ie. On elemental demo scene, default settings voxelization takes about 8.88ms on GeForce 1080 TI (enabled Diffuse and AO pass). And that scene is mostly static. I gues trade off for much faster voxelization (but with less quality due to less often updates), would be acceptable especially for diffuse and AO.
But it is so nice that this tech is still being worked on.
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