Announcement

Collapse
No announcement yet.

Luoshuang's GPULightmass

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ScronnyLanks View Post
    Does anyone know why i get this circle artifact in my point light when i switched to GPU light-mass? Didn't have this issue in CPU light-mass, i am using 4.20.

    Comment


      unfortunately this is how works point light with length with GPU Lightmass. Better use rect light.
      https://www.artstation.com/tomaszmuszynski

      Comment


        hi guys,

        i know this irrelevant with this topic but;

        GPU baker amazing feature but we need proper Realtime GI solution. i have some experiment on unity and result awesome(prebaked realtime lightmaps with reflection probe support) .

        but unity using clustering phase on CPU ( per object lightmap resolution max 150x150 ish). if we got this feature in unreal within processing GPU (and unlocked lightmap resolution size) this will be really amazing.

        Last edited by Nocturness; 11-17-2018, 11:08 AM.

        Comment


          Originally posted by Luoshuang View Post
          However there is a lot of work that is still done by CPU (namely Signed Distance Field shadowmap calculation). So one purpose of this overhaul is to move these to GPU too. If someone has been already experiencing this problem (very low GPU execution time compare to total baking time) maybe can consider sending the scene to me to investigate.
          Thanks, I was trying to figure out what in GPU Lightmass benefits from a better CPU, and what benefits from a better GPU. HWMonitor tells me that both my Ryzen 2700X and 1080ti are 50% to 80% busy during "Processing Mappings" on my scenes. Luoshuang, on most scenes is a 2nd GPU more beneficial (and yes, I am waiting for RTX / 2080 series card support in UE4 before I buy anything else)?
          Ryzen 2 2700X / 32GB DDR4 / RTX 2080 TI / Sketchup Pro / Substance Designer and Source / Unreal Studio

          Comment


            ram and vram combine support ???

            Comment


              Originally posted by enoes View Post
              ram and vram combine support ???
              Several things need to be clarified.

              Combing ram & vram is not some thing easy as "I have ram. I have vram. Combine!" - it requires techniques called out of core texturing and geometry. Without care the GPU raytracer can be even slower than CPU. AFAIK out of core geometry is the main selling point of Redshift renderer.

              On the other hand UE4Editor doesn't support out of core geometry either - what it does support is out of core texturing (called texture streaming in UE4, with reduced accuracy compared to an offline renderer) and instancing. With the next overhaul of GPULightmass it will start to support instancing and limited form of texture streaming, which means as long as UE4Editor can open your scene then it should be high likely that GPULightmass can bake your scene from command line. Command line is still required because if UE4Editor & GPULightmass is rendering at the same time they are storing the same data twice.

              An interesting thing is Lightmass CPU doesn't support instancing either, and I was having trouble testing the Redwood scene I showed earlier with 32G RAM - I had to set 128GB virtual memory on my SSD to make it work. With the new GPULightmass:
              Code:
              17:12:27: Prometheus: Scene commited with 121 unique meshes, 2340321 unique triangles and 1315670 unique vertices
              17:12:27: Prometheus: Scene commited with 19530 instances, 252685086 instanced triangles and 201084200 instanced vertices
              17:12:27: Prometheus: Instancing has reduced triangles by a factor of 108.0x
              17:12:27: Prometheus: GPU BVH total size: 177.23MB
              And vram usage peaks at 3.7GB. So maybe when it comes out you will be able to bake your large scene.

              Comment


                Originally posted by Luoshuang View Post

                Several things need to be clarified.

                Combing ram & vram is not some thing easy as "I have ram. I have vram. Combine!" - it requires techniques called out of core texturing and geometry. Without care the GPU raytracer can be even slower than CPU. AFAIK out of core geometry is the main selling point of Redshift renderer.

                On the other hand UE4Editor doesn't support out of core geometry either - what it does support is out of core texturing (called texture streaming in UE4, with reduced accuracy compared to an offline renderer) and instancing. With the next overhaul of GPULightmass it will start to support instancing and limited form of texture streaming, which means as long as UE4Editor can open your scene then it should be high likely that GPULightmass can bake your scene from command line. Command line is still required because if UE4Editor & GPULightmass is rendering at the same time they are storing the same data twice.

                An interesting thing is Lightmass CPU doesn't support instancing either, and I was having trouble testing the Redwood scene I showed earlier with 32G RAM - I had to set 128GB virtual memory on my SSD to make it work. With the new GPULightmass:
                Code:
                17:12:27: Prometheus: Scene commited with 121 unique meshes, 2340321 unique triangles and 1315670 unique vertices
                17:12:27: Prometheus: Scene commited with 19530 instances, 252685086 instanced triangles and 201084200 instanced vertices
                17:12:27: Prometheus: Instancing has reduced triangles by a factor of 108.0x
                17:12:27: Prometheus: GPU BVH total size: 177.23MB
                And vram usage peaks at 3.7GB. So maybe when it comes out you will be able to bake your large scene.
                WOW! that's an amazing work! Can't wait to have this new version

                Comment


                  Originally posted by Luoshuang View Post

                  Several things need to be clarified.

                  Combing ram & vram is not some thing easy as "I have ram. I have vram. Combine!" - it requires techniques called out of core texturing and geometry. Without care the GPU raytracer can be even slower than CPU. AFAIK out of core geometry is the main selling point of Redshift renderer.

                  On the other hand UE4Editor doesn't support out of core geometry either - what it does support is out of core texturing (called texture streaming in UE4, with reduced accuracy compared to an offline renderer) and instancing. With the next overhaul of GPULightmass it will start to support instancing and limited form of texture streaming, which means as long as UE4Editor can open your scene then it should be high likely that GPULightmass can bake your scene from command line. Command line is still required because if UE4Editor & GPULightmass is rendering at the same time they are storing the same data twice.

                  An interesting thing is Lightmass CPU doesn't support instancing either, and I was having trouble testing the Redwood scene I showed earlier with 32G RAM - I had to set 128GB virtual memory on my SSD to make it work. With the new GPULightmass:
                  Code:
                  17:12:27: Prometheus: Scene commited with 121 unique meshes, 2340321 unique triangles and 1315670 unique vertices
                  17:12:27: Prometheus: Scene commited with 19530 instances, 252685086 instanced triangles and 201084200 instanced vertices
                  17:12:27: Prometheus: Instancing has reduced triangles by a factor of 108.0x
                  17:12:27: Prometheus: GPU BVH total size: 177.23MB
                  And vram usage peaks at 3.7GB. So maybe when it comes out you will be able to bake your large scene.
                  Can confirm this last bit. There are levels in Red Matter which we could not render with Lightmass with anything above medium quality settings having 32GB RAM. With GPU Lightmass however, the 1080Ti has no problem. Sometimes it would ran out of memory, however plugging the displayport of your screen to your motherboard (so that it uses your CPU's integrated GPU) or a second graphics card fixed this. Allowing the 1080Ti to be used fully by GPU lightmass.

                  Any ETA on the GPULightmass overhaul? GPU Lightmass is so good that we won't ship any games without it!

                  Comment


                    Originally posted by Luoshuang View Post

                    Several things need to be clarified.

                    Combing ram & vram is not some thing easy as "I have ram. I have vram. Combine!" - it requires techniques called out of core texturing and geometry. Without care the GPU raytracer can be even slower than CPU. AFAIK out of core geometry is the main selling point of Redshift renderer.

                    On the other hand UE4Editor doesn't support out of core geometry either - what it does support is out of core texturing (called texture streaming in UE4, with reduced accuracy compared to an offline renderer) and instancing. With the next overhaul of GPULightmass it will start to support instancing and limited form of texture streaming, which means as long as UE4Editor can open your scene then it should be high likely that GPULightmass can bake your scene from command line. Command line is still required because if UE4Editor & GPULightmass is rendering at the same time they are storing the same data twice.

                    An interesting thing is Lightmass CPU doesn't support instancing either, and I was having trouble testing the Redwood scene I showed earlier with 32G RAM - I had to set 128GB virtual memory on my SSD to make it work. With the new GPULightmass:
                    Code:
                    17:12:27: Prometheus: Scene commited with 121 unique meshes, 2340321 unique triangles and 1315670 unique vertices
                    17:12:27: Prometheus: Scene commited with 19530 instances, 252685086 instanced triangles and 201084200 instanced vertices
                    17:12:27: Prometheus: Instancing has reduced triangles by a factor of 108.0x
                    17:12:27: Prometheus: GPU BVH total size: 177.23MB
                    And vram usage peaks at 3.7GB. So maybe when it comes out you will be able to bake your large scene.
                    I living Turkey and graph card is expensive. Using gtx 650 ti 1gb and not enough vram. maybe using ram and I can use gpu lightmass but I guess useless. I have idea; my processor is fx 6300 gpu lightmass maybe slowing down but fx 6300 very slow. Gpu lightmass maybe more speed than fx6300 ????

                    Comment


                      This problem appeared in the installation of Nvidia Tesla K 10. If you remove Tesla, everything is fine, even at the highest resolutions of textures. What can be done to use Tesla in the calculation of lightmap?

                      Comment


                        Dumb question, when building light from the command line, how can "Lightmass Resolution Adjustment" be set to 200% or more? The menu for it is (only?) in the Editor, correct?
                        Ryzen 2 2700X / 32GB DDR4 / RTX 2080 TI / Sketchup Pro / Substance Designer and Source / Unreal Studio

                        Comment


                          Hi! Please tell me how to get rid of noise and stains on the walls when using GPULightmass. Lightmass walls 2048. Unreal 4.20.3

                          Comment


                            In a game where I have a stationary directional light so it illuminates static and movable objects how should i configure my sky light so it behaves well with both movable and static objects since I see it's not supported the stationary, or should I leave it Stationary?

                            Comment


                              Originally posted by 3ddao View Post
                              Hi! Please tell me how to get rid of noise and stains on the walls when using GPULightmass. Lightmass walls 2048. Unreal 4.20.3
                              Increase quality settings in DefaultLightmass.ini (try 64/32 or 128/32); or use brighter lights.
                              Jefferson Pinheiro

                              Comment


                                Just tried it and... I know it's been said a few times already, but this is completely mind-blowing. Awesome job Luoshuang, it needs to be supported officially!

                                Comment

                                Working...
                                X