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Ray Tracing Overview - Unreal Engine 4.22 Preview

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  • replied
    If you're actually using the render as an asset can you take it into photoshop and run Dust & Scratches on it?

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  • replied
    At the current state of development is it possible to achieve good looking pathtraced still images? I'm using GTX 1070 and my simple test scene can't get any further than that (white spots won't go away).
    pathtracing

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  • replied
    1. Static Meshes definitely cast shadows.

    2. That's how unbiased, progressive path tracing looks. You need to ramp up the samples and sit back and wait for several hours to get a smooth result.

    3. I agree here, it should. Keep in mind that path tracing in UE is an afterthought for reference renders, probably someone's pet project. I imagine some amazing stuff is going to be built the community on the back of it, but for now it's not their focus.

    4. Yeah, that'd be nice. I actually want to see a hybrid solution that uses baked lighting in the distance and replaces it with a raytrace pass up close, if there's any performance gain from that.

    5. That's really unrealistic. GPU raytracing outstrips the speed of CPU raytracing by several orders of magnitude. You'd never even notice that the CPU was contributing.

    7. Still too slow to be considered useful for real-time applications. Fully usable real-time path tracing is a generation or two away.

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  • replied

    1- First bad thing about ue4 ray tracing is = not supporting emissive material , second bad thing is dont supporting [not casting shadow] for static mesh , unchecking cast shadow dont work in raytracing

    2- Path tracing is unbiased ? So why it has too much noise ?

    3- Path tracing dont have denoiser ?

    4- Can we see beta raytraced baking in 4.23 ? Because raytracing has too much noise , as architect i prefer to bake light (i love to bake in unreal without lightmaps)

    5- in future can we see hybrid raytracing ? Cpu+gpu ? We see offline rendering using cpu for raytracing

    6- changing source radius for point lights affect lighting but changing source angel of sun light does not has effect on lighting

    7- can we use hybrid lightmass and path tracing ? for example we bake [static]walls and [static]floors with lightmass skylight but we use path tracing skylight for complex objects and set them movable

    Sorry for bad English
    Last edited by Farshid; 04-13-2019, 03:13 AM.

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  • replied
    Originally posted by iamisandisnt View Post
    Crashing when I try to load my map. Deleting landscapes fixed it.

    So I'm still able to load a project that I created during the preview that has some static meshes, a character, lights, etc, but no foliage or landscape, no problem. It looks all shiny and everything.

    I'm trying to load my main project which has, you know, everything but the kitchen sink in it, and it's crashing whenever I try to load my main map in game, or in the editor. The main menu loads fine, however. I can even turn on/off the different RayTracing options, and I can run the project just fine in DX11, but it crashes even with RayTracing and Skin Cache Off in DX12.

    So I tried making a copy of my map and deleted the landscapes/foliage.

    Now I can play with RTX in my main project... guess I gotta wait til 4.23 to do it for real, tho...

    Did you monitor your GPU memory usage? You might be crashing due to out of memory errors. Ray-tracing is more memory-intensive than without it. Projects that run fine on a GPU without ray-tracing may run into memory issues if you were already close to your limits.

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  • replied
    That looks like the normal issue they're discussing in the post right above yours. The sphere normals are being ignored or mishandled.

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  • replied
    I submitted a bug report and project to EPIC. I just made a blank project and made a simple scene with a sphere and the FirstPersonCharacter. I added a keyboard input event so I can increase/decrease the FOV while playing. Default editor workspace and sizing on a 4k monitor.

    Here's screenshots of the scene at 90 FOV and then zoomed in. You can see pretty aggressive stairstepping on all edges but it almost appears as if you are looking through a glass window. Where each square cell is slightly offsetting and refracting the image behind it (the squares don't move, they seem a fixed pattern). Curious to know what's going on. Whether it's just a fixed limitation or something we can mitigate?

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  • replied
    Originally posted by thejturner View Post
    I'm working on a 4k display.

    The biggest issue is there don't seem to be smooth transitions when normal maps are applied. Higher resolution Normal maps seem to help but only slightly. I remember last year during the Star Wars reflections demo, someone at Epic mentioned not using Normal maps and instead modeling the imperfections in the mesh itself. Maybe this is related?.
    About the 4k it is ok, because the interesting part is the density of the pixels in the image, so even if the viewport was reduced way below it is still useful info.

    Yeah, I do remember they mentioning about the normal maps at Star Wars demo. Maybe Tim Hobson and Stephen Ellis could get some more details about this for us, because the correct workflow to follow is very important.

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  • replied
    Thanks for the reply Nilson. I'm not sure what the resolution is while working in the viewport (default window layout). I'm working on a 4k display.

    The biggest issue is there don't seem to be smooth transitions when normal maps are applied. Higher resolution Normal maps seem to help but only slightly. I remember last year during the Star Wars reflections demo, someone at Epic mentioned not using Normal maps and instead modeling the imperfections in the mesh itself. Maybe this is related?

    I'll do as you say and produce a more scientific test...

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  • replied
    Originally posted by thejturner View Post
    Here's the closeup of the sphere showing the aliasing...
    Which is the resolution are you using by the way? For the size of the viewport and the size of the font it seems quite high and would be nice to know. I agree with you that there is aliasing in the reflection and very noticeable.

    I think you can build a small project with some elements, define the conditions to replicate it, like resolution and the settings you used for reflections, and submit the project in the Bug sugmission form. I would be really helpful for the dev team.

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  • replied
    by Wiktor Öhman. "A small scene rendered in UE4.22 using the new RTX features.


    Click image for larger version

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  • replied
    rtx quality is good
    video by ue4arch

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  • replied
    Here's the closeup of the sphere showing the aliasing...

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  • replied
    I'm seeing pretty heavy aliasing in reflections. Especially with normal maps applied. Any suggestions of how to mitigate this? Or is this just the way they are for performance reasons?

    The following examples are using a simple material with a roughness of 0 and no normal map.

    The closer I get to the sphere, the worse the aliasing.

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  • replied
    iamisandisnt Did it work in 4.22 with DX11? There was an issue previously which required you to open an old project with 4.22 with DX11 and let all shaders compile before trying to run it in DX12. Not sure if that was not supposed to happen in the release thou. Worth a try if you didn't

    Try to edit the DefaultEngine.ini and clear the setting EditorStartupMap= and open the project again, then try open your map.

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