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Ray Tracing Overview - Unreal Engine 4.22 Preview

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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...

    Leave a comment:


  • 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.

    Leave a comment:


  • 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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ID:	1604002

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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.

    Leave a comment:


  • 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.

    Leave a comment:


  • replied
    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...

    Leave a comment:


  • replied
    Originally posted by pbdarcey View Post
    Thanks for the pdf it really helped out. Just starting to test the sample content and seeing what I can do. Epic stuff...
    With 4.22's release we also have official docs here too:

    Real-Time Ray Tracing
    Path Tracer
    Ray Tracing Feature Settings

    Leave a comment:


  • replied
    Thanks for the pdf it really helped out. Just starting to test the sample content and seeing what I can do. Epic stuff...

    Leave a comment:


  • replied
    Originally posted by Farshid View Post
    can we speak with Juan Canada or tim Hobson

    about interactive gpu light baking and (or) Progressive Lightmapping ??

    i little information about this Technic and is it depent on lightmap ? or not ?
    it's planned for sometime this year hopefully. There's no specific ETA at the moment. Right now we're focused on making 4.22 the best it can be.

    AFAIK right now, you do still need to set up a lightmap for each object that requires baked lighting.

    Leave a comment:


  • replied
    can we speak with Juan Canada or tim Hobson

    about interactive gpu light baking and (or) Progressive Lightmapping ??

    a little information about this Technic and is it depend on lightmap ? or not ?
    Last edited by Farshid; 04-04-2019, 03:46 AM.

    Leave a comment:


  • replied
    Originally posted by Tim Hobson View Post
    Hey everyone, here are answers to some of the questions on this thread that have come up.
    • Emissive Materials as light sources
      • These do not currently emit light or cast shadows.
    this is very basic feature of raytracing !!!!!

    Leave a comment:


  • replied
    Originally posted by Tim Hobson View Post
    Hey everyone, here are answers to some of the questions on this thread that have come up.
    • Masked Materials support
      • Planned for 4.23, or if possible it may end up in a hotfix but that depends on what changes need to be made and if they are allowed during a hotfix. We have rules for what we can change and what we cannot.
    • Landscape, Foliage, HISM
      • Not for 4.22. These should be part of 4.23.
    • Can AO be used separately from GI.
      • Yes. you can use AO without GI enabled. Use CVars to enable/disable these features independently
    • Denoisers will see improvements over the coming releases. No additional details at this time.
    • How to set up AO in the scene.
      • AO is enabled by default for RT. Use a Post Process Volume and use the Ambient Occlusion properties for Intensity and Radius to control its shape and strength. You can use the Level Editor View Mode dropdown to select Buffer Visualization > Ambient Occlusion to see AO for adjustment.
    • VR support
      • Not planned for 4.22. There is demand for support in VR and we’ll likely investigate for 4.23 or later to see if we can support feasible features here, such as Shadows.
    • Using Ray Tracing in a Packaged project.
      • You’ll need to create a shortcut and launch the packaged project with the ‘-dx12’ command line argument; the same as when you create a shortcut of the Engine binary to launch the editor in DX12 mode.
    • Launching a Standalone game from the Editor with DX12 for Ray Tracing Support
      • Go to the Editor Preferences and under Level Editor > Play, use the Additional Launch Parameters to input ‘-dx12’ into the text field. Then when you launch a Standalone game from the Editor, you’ll have RT capabilities.
    • Adjusting RT Settings
      • The majority of artist-friendly settings for Ray Tracing features can be found in the Post Process Volume now. Add one to your scene and set to Unbound or make the volume large enough. From here, you’ll be able to adjust RTAO, RTGI, RT Reflections, RT Translucency settings.
      • For Translucency and Reflections, you can use a dropdown to set whether they should use Raster (our traditional features) or Ray Traced ones. For Reflections, they will fall back to screen space reflections and reflection captures.
    • Multi-GPU support - A future release.
    • Progressive Lightmapping - A future release.
    • Translucency and GI support
      • These features should be considered experimental for 4.22. They are both disabled by default and Translucency is missing some features to make it closer to production-ready. For example, shadows for translucent objects are treated as opaque currently.
    • Emissive Materials as light sources
      • These do not currently emit light or cast shadows.

    I hope this helps in some way. We have documentation with more detailed supported and partially supported features coming with 4.22’s release soon!
    Thank you very much for TIM's answer. Although some of the options are somewhat weird (such as the scope of RTAO), most of the functions are already available.

    It is hoped that there is an option to enable ray tracing in materials, so that many things can be customized switches, such as vegetation or Mask does not support RT, which can be solved by material options; or it can be defined in each actor to use RT Shadow or CSM Shadow, otherwise many things are really very difficult to handle; such as Foliage, HISM, objects with Mask material, Landscape, etc.

    Leave a comment:


  • replied
    Hey everyone, here are answers to some of the questions on this thread that have come up.
    • Masked Materials support
      • Planned for 4.23, or if possible it may end up in a hotfix but that depends on what changes need to be made and if they are allowed during a hotfix. We have rules for what we can change and what we cannot.
    • Landscape, Foliage, HISM
      • Not for 4.22. These should be part of 4.23.
    • Can AO be used separately from GI.
      • Yes. you can use AO without GI enabled. Use CVars to enable/disable these features independently
    • Denoisers will see improvements over the coming releases. No additional details at this time.
    • How to set up AO in the scene.
      • AO is enabled by default for RT. Use a Post Process Volume and use the Ambient Occlusion properties for Intensity and Radius to control its shape and strength. You can use the Level Editor View Mode dropdown to select Buffer Visualization > Ambient Occlusion to see AO for adjustment.
    • VR support
      • Not planned for 4.22. There is demand for support in VR and we’ll likely investigate for 4.23 or later to see if we can support feasible features here, such as Shadows.
    • Using Ray Tracing in a Packaged project.
      • You’ll need to create a shortcut and launch the packaged project with the ‘-dx12’ command line argument; the same as when you create a shortcut of the Engine binary to launch the editor in DX12 mode.
    • Launching a Standalone game from the Editor with DX12 for Ray Tracing Support
      • Go to the Editor Preferences and under Level Editor > Play, use the Additional Launch Parameters to input ‘-dx12’ into the text field. Then when you launch a Standalone game from the Editor, you’ll have RT capabilities.
    • Adjusting RT Settings
      • The majority of artist-friendly settings for Ray Tracing features can be found in the Post Process Volume now. Add one to your scene and set to Unbound or make the volume large enough. From here, you’ll be able to adjust RTAO, RTGI, RT Reflections, RT Translucency settings.
      • For Translucency and Reflections, you can use a dropdown to set whether they should use Raster (our traditional features) or Ray Traced ones. For Reflections, they will fall back to screen space reflections and reflection captures.
    • Multi-GPU support - A future release.
    • Progressive Lightmapping - A future release.
    • Translucency and GI support
      • These features should be considered experimental for 4.22. They are both disabled by default and Translucency is missing some features to make it closer to production-ready. For example, shadows for translucent objects are treated as opaque currently.
    • Emissive Materials as light sources
      • These do not currently emit light or cast shadows.

    I hope this helps in some way. We have documentation with more detailed supported and partially supported features coming with 4.22’s release soon!
    Last edited by Stephen Ellis; 03-28-2019, 03:47 PM.

    Leave a comment:

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