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    I wonder if it will work on 1060 6Gb as fast as GPU Lightmass does, or if it needs RTX card

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      Originally posted by NasteX View Post
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        Originally posted by motorsep View Post
        I wonder if it will work on 1060 6Gb as fast as GPU Lightmass does, or if it needs RTX card
        Alright, since DXR is supported via drivers it will work on 1060 but slower than CPU Lightmass most likely

        Basically one needs RTX 20xx series card to use DXR Lightmass that is coming to UE4.

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          But I think you make mistake comparing the GPU lightmass that Luoshuang has done and the DXR lightmass. The GPU lightmass is compatible with most of GPU there out, for the DXR is there almost no information what this is going to be about. I bet they will scrap or already scrapped, that if the GPU lightmass is working as it would.

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            on 4.24.2 i always get an Error with: Invalid Argument. Does anyone gets the GPU Lightmass on 4.24.2 running?

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              Originally posted by NasteX View Post
              But I think you make mistake comparing the GPU lightmass that Luoshuang has done and the DXR lightmass. The GPU lightmass is compatible with most of GPU there out, for the DXR is there almost no information what this is going to be about. I bet they will scrap or already scrapped, that if the GPU lightmass is working as it would.
              DXR is this https://en.wikipedia.org/wiki/DirectX_Raytracing

              That means it's DXR, not CUDA (which is what GPU Lightmass utilizes). Nvidia is pushing RTX further and Epic is on board with Nvidia. So I am sure that's why it's DXR and not CUDA (at least for now).

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                Originally posted by motorsep View Post

                Alright, since DXR is supported via drivers it will work on 1060 but slower than CPU Lightmass most likely

                Basically one needs RTX 20xx series card to use DXR Lightmass that is coming to UE4.
                Originally posted by motorsep View Post

                DXR is this https://en.wikipedia.org/wiki/DirectX_Raytracing

                That means it's DXR, not CUDA (which is what GPU Lightmass utilizes). Nvidia is pushing RTX further and Epic is on board with Nvidia. So I am sure that's why it's DXR and not CUDA (at least for now).
                On older cards without hardware acceleration, both CUDA and DXR use compute shaders on the GPU, on cards with RT-hardware they can use both the RT cores and compute cores to do DXR work.
                If the new GPU lightmass does a similar amount of rays and work, then it will be of a similar speed, your 1060 won't suddenly become slower than cpu.
                'supported via drivers' is the same as CUDA.

                If anything it may be faster, as DXR is optimized for raytracing, while CUDA is more generic compute.
                The fact that it's DXR is good, as this means any gpu (ati, intel.) with DXR capabilities will be able to be used, provided they have the needed performance and Vram.

                Them using DXR for it isn't a 'onboard with nvidia' thing, it's just the only practical thing to use with larger compatability. (Though one could argue that they should support the vulkan raytracing, but I don't think that's actually usable yet. Because DXR will be windows 10 only. )

                It won't ever go back to CUDA, because that means hard-excluding ati and intel hardware. (Extra so since ati is promising to show up with hardware raytracing themselves in the near future.)

                However, the most interesting stuff to me is that the new one contains code for checking that meshes and lights and etc get changed during gameplay.
                So this probably means runtime preview options in the editor. (And possibly, hopefully could mean runtime caching/baking ingame, but I kinda doubt that. Still hopeful though.)


                One big thing this does mean however, is that RTX gpus will be significantly faster with the new GPU lightmass, as they'll be able to leverage both the RT cores and the normal compute cores. While right now they're just stuck with the compute cores only.

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                  I don't know about that ax448 I played Quake2RTX on my 1060 6Gb and I could only do so in 320x240 at 14 fps in lowest possible quality. So no, I don't think DXR Lightmass will be faster than GPU Lightmass on my 1060 (and I think it will be slower than CPU).

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                    Originally posted by motorsep View Post

                    DXR is this https://en.wikipedia.org/wiki/DirectX_Raytracing

                    That means it's DXR, not CUDA (which is what GPU Lightmass utilizes). Nvidia is pushing RTX further and Epic is on board with Nvidia. So I am sure that's why it's DXR and not CUDA (at least for now).
                    Thanks, I actually know what DXR is, my point was that there is no information about the DXR lightmass and how they will implement it, also what kind of limitations it will have and so on. While GPU lightmass aka the Luoshuang one is tested and a number of peoples (me included) are quite comfortable using it.

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                      Originally posted by NasteX View Post

                      Thanks, I actually know what DXR is, my point was that there is no information about the DXR lightmass and how they will implement it, also what kind of limitations it will have and so on. While GPU lightmass aka the Luoshuang one is tested and a number of peoples (me included) are quite comfortable using it.
                      The code is on github, actual implementation You can even build source and already mess with it.

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                        Originally posted by motorsep View Post

                        The code is on github, actual implementation You can even build source and already mess with it.
                        This is cool to know, gotta try it sometime soon. Thanks for the info!

                        Comment


                          Originally posted by motorsep View Post
                          I don't know about that ax448 I played Quake2RTX on my 1060 6Gb and I could only do so in 320x240 at 14 fps in lowest possible quality. So no, I don't think DXR Lightmass will be faster than GPU Lightmass on my 1060 (and I think it will be slower than CPU).
                          Playing a path-traced game in DXR is not the same thing as doing a bulk job like lightmapping.
                          Even in your example, your 1060 was doing 1 million rays, per rays/pixel. And was likely doing 5-10 million rays a second depending on what effects were being traced.
                          Compare that with the 100+ while doing a lightmass render.

                          The difference there is not CUDA vs DXR, but rather the massive performance difference of doing something realtime ( and needing to do hundreds of different things every frame.) vs being able to sit down and spray out hundreds of millions of rays to lightmap 1 texture, then going on to the next job.

                          The new Gpu lightmass might end up slower than the old one, because they'll likely be rolling in features that were never implemented in the old gpu lightmass.
                          (Like soft shadows, IES, lightmass portals, stationary skylight, possibly/hopefully adaptive resampling. )

                          But on RTX cards it'll likely end up significantly faster due to finally being able to tap into the RT cores as well.


                          There's also some dynamic/runtime functionality in it that I'm curious about. Looks like we're finally getting editor previews. (Or even possibly runtime-caching/baking.)
                          I'll have to take a look at it sometime.

                          Comment


                            Originally posted by pax invictus View Post
                            GPU Lightmass 4.24.2

                            Binaries download

                            Source code
                            sadly this is not working for me

                            Comment


                              Hi guys, I have complied the next version 4.25 with the new GPUlightmass and I am afraid I can´t make it work on my 1070 graphic card. Not sure if the problem is due to how I have compiled it or that it´s not meant to run on non RTX cards. Below are screenshots of the errors.

                              Comment


                                Originally posted by TJAMES44 View Post
                                Hi guys, I have complied the next version 4.25 with the new GPUlightmass and I am afraid I can´t make it work on my 1070 graphic card. Not sure if the problem is due to how I have compiled it or that it´s not meant to run on non RTX cards. Below are screenshots of the errors.
                                Your error is that you haven't compiled it, most likely.
                                Navigate to that path and verify that you actually have the UnrealLightmass.exe there, because that's the error it's giving. Failing to cache it can mean you just didn't compile it.

                                I don't think lightmass gets compiled by default if you just press build. You have to explicitly build it unless you add it to the include list.

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