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Ray Tracing Overview - Unreal Engine 4.22 Preview

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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    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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  • replied
    EA_Unreal_77 Yes, the GI denoiser is already set to 1!

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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

    Leave a comment:


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

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  • replied
    Same issue in my project with RayTracing.Reflections

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  • replied
    has anyone been able to get translucency working?

    I've made a completely transparent sphere but it's still casting a solid shadow.

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  • replied
    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

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  • replied
    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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  • replied
    Hi there.

    I unfortunately do not seem to be seeing the "Ray Tracing" option appearing under View Mode

    I have followed the PDF to the letter as far as i can tell:
    - My system is running Windows 10 1809 (17763.316)
    - I have added "-dx12" to the Shortcut for Unreal 4.22 Preview
    - I have confirmed it is running in DX12 mode by looking into the Output Log and seeing the following string: "LogD3D12RHI: Chosen D3D12 Adapter Id = 0"
    - In Project Settings, I have enabled "Ray Tracing", and "Support Compute Skincache"
    - I have an Nvidia 2080 FE

    I have closed and restarted several times, always launching from the -dx12 shortcut. It all seems to have gone well apart from the fact i can't see Ray Tracing option in the View Mode menu.

    I have tried running commands from the Output Log as well, it showed that Ray Tracing was already turned on i.e r.RayTracing = "1"...

    Any ideas please? I'd really like to give this a go.

    Another idea would be at least one example scene people could download just so they can verify that it is all indeed working and plugged in correctly.

    Thanks.

    Leave a comment:

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