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Ray Tracing Overview - Unreal Engine 4.22 Preview

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    #16
    Not sure to spam here, but in case you can delete post. Here I show how UE4.22 Preview 4 is working.

    Akaravias,
    1. Try my demo. Press on shortcut, not exe file. When "game" starts, press and hold "D" on keyboard to see with or without GI.
    In case you see nothing in 2-3 seconds, close with Alt+F4. For first time there are always graphic problems. My PC specs: AMD 2200G, RTX 2070.
    2. You must use execute console programms in blueprint editor.

    https://failiem.lv/u/jcumg2tr

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      #17
      Originally posted by andrew208 View Post
      Stephen Ellis, do you have to run the packaged app with the -dx12 option or not?
      Yes, as of 4.22 Preview 4, you need to run your packaged build using a shortcut with the -dx12 parameter, just like you'd launch the editor.

      Note that you also need to use this option when running a standalone preview from within the editor... you can set this up in Editor Preferences:




      Other tips here: https://forums.unrealengine.com/deve...on-cheat-sheet

      SINGMETOSLEEP / PARASOMNIA / DARKDRIFT / ETERNAL APEX / PRETTY ABRASIVE MUSIC / TWITTER @ACATALEPT

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        #18
        has anyone been able to get translucency working?

        I've made a completely transparent sphere but it's still casting a solid shadow.
        3D Artist & Virtual Reality Specialist

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          #19
          Same issue in my project with RayTracing.Reflections

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            #20
            Is RTGI fonctionnal in preview4?
            It seams RTGI has no effect if RTAO is desactivated... strange.....

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              #21
              r.RayTracing.SkyLight give very noisy results. Is there any plan to add a denoiser for the Skylight to avoid using height SPP values?
              By the way, what's th purpose of r.RayTracing.SkyLight.Sampling.StopLevel ?
              Thanks!
              Attached Files

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                #22
                Hi,
                I know that Ue4 doesn't support multiple gpu yet, but since Ue4 using the DXR functionalities (and not nvidia rtx), is Ue4 asking DirectX for all available tensors and rt cores or is it only restricted the main display gpu ?
                Nvidia Nvlink should make tensors cores and Rt cores "merged" for the DXR functions right ?

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                  #23
                  Originally posted by etiles View Post
                  r.RayTracing.SkyLight give very noisy results. Is there any plan to add a denoiser for the Skylight to avoid using height SPP values?
                  By the way, what's th purpose of r.RayTracing.SkyLight.Sampling.StopLevel ?
                  Thanks!
                  Try r.RayTracing.GlobalIllumination.Denoiser = 1 as you see in PDF in begin of this topic.

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                    #24
                    Originally posted by EA_Unreal_77 View Post

                    Try r.RayTracing.GlobalIllumination.Denoiser = 1 as you see in PDF in begin of this topic.
                    I believe it's on by default, it's just not doing as good a job as the other denoisers. Could just be that we don't have a version that was fully trained yet.

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                      #25
                      EA_Unreal_77 Yes, the GI denoiser is already set to 1!

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                        #26
                        People have mentioned translucency several times and I really hope we see translucency-altered shadows next, even if they're an approximation.

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                          #27
                          I'm also missing the viewport Ray Trace menu. I followed all the steps in the pdf, and r.raytrace is on. What could I be missing?

                          Preview 5, by the way.

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                            #28
                            After doing the -DX12 step, the easiest way to configure it is to go to the project settings and type "skin cache" into the filter box and enable that, then "raytracing". Then you're guaranteed for the settings to be written to the right .ini file.

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                              #29
                              Originally posted by etiles View Post
                              EA_Unreal_77 Yes, the GI denoiser is already set to 1!
                              Show me your viewport.

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                                #30
                                My problem was to do with not having latest drivers btw. The guide i was following was a little old and specified drivers for an older preview.

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