Announcement

Collapse
No announcement yet.

Luoshuang's GPULightmass

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

    Originally posted by Luoshuang View Post

    Prometheus currently does not respect num samples settings . Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
    Yep, just tried 128/32, nothings changed. No I didn't investigate for dark corner elimination and UV problems yet, but I'll do it. Now I know that this version is just for testing, so I will ignore all this artifacts... Thank you.
    Any ETA for final release?
    Last edited by ldo; 03-19-2019, 08:24 AM.

    Comment


      Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)
      Modular Japanese HouseScaffold System
      Snap Plugin for EditorSnap Plugin for Games
      TwitterBlogYoutubeitch.io

      Comment


        Originally posted by scha View Post
        Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)
        Same here with GTX 650.

        Comment


          Are multiple GPUs supported?

          Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.

          Comment


            Originally posted by Luoshuang View Post

            Prometheus currently does not respect num samples settings . Its main purpose is to test dark corner elimination and UV robustness. Did you get problems from them?
            I got the following results. Sketchup to 4.21 via Datasmith. Upgrade project to 4.22 preview 5. Bake with Prometheus. Thoughts?
            Ryzen 9 3950X / 64GB DDR4 / EVGA RTX 2080 Ti / Sketchup Pro / Substance Designer and Source / Unreal Studio / Twinmotion

            Comment


              Hi to all,

              First of all thank you for this trick.

              I am having the issue of very low performance of de GPU running at 5-6%.

              Graphic card: 1060 6gb, drivers updated.

              Anyone know how to improve it?

              Thank you in advance.

              Comment


                Originally posted by scha View Post
                Does it work with old GPUs (GTX670)? I try to use it with 4.22.1 and I run into "invalid device symbol" error then crash. I used the automatic installer. (Sorry if that was asked before)
                The card needs to support SM 3.5, which means at least 7XX series

                Originally posted by SilverDragon View Post
                Are multiple GPUs supported?

                Also, is it possible to use different GPUs, like none SLI setups, for example a bunch of 1060, since the heavy process is on the memory this can probably improve times keeping the scaling costs low.
                No multi GPU support currently

                Originally posted by nachovillegas View Post
                Hi to all,

                First of all thank you for this trick.

                I am having the issue of very low performance of de GPU running at 5-6%.

                Graphic card: 1060 6gb, drivers updated.

                Anyone know how to improve it?

                Thank you in advance.
                If you're on Win10, select this queue type and see whether it is fully utilized:
                Click image for larger version  Name:	-20190320-141649.png Views:	1 Size:	11.3 KB ID:	1596934
                Starting from NVIDIA 419.xx drivers, how the CUDA and 3D queue are scheduled is changed and 3D will always take priority over CUDA.

                Comment


                  Originally posted by PMcKenzie2004 View Post

                  I got the following results. Sketchup to 4.21 via Datasmith. Upgrade project to 4.22 preview 5. Bake with Prometheus. Thoughts?
                  Looks no problem to me Are you having any issue with complex objects? One thing I want to achieve with Prometheus is that it should work with auto gen UVs (not generated by UE4Editor, but by your modeling software, like 'auto projection/layout' in Maya) without producing artifacts beyond UV seams (which is supposed to be addressed in following releases) so that lightmap UV workflow can be simplified greatly.
                  Last edited by Luoshuang; 03-20-2019, 10:17 PM.

                  Comment


                    Originally posted by Luoshuang View Post

                    Looks no problem to me Are you having any issue with complex objects? One thing I want to achieve with Prometheus is that it should work with auto gen UVs (not generated by UE4Editor, but by your modeling software, like 'auto projection/layout' in Maya) without producing artifacts beyond UV seams (which is supposed to be addressed in following releases) so that lightmap UV workflow can be simplified greatly.
                    I'm good with it . I will try something more complex (irregular sculpture perhaps) this weekend and report back. Thank you for your continued work on this!
                    Ryzen 9 3950X / 64GB DDR4 / EVGA RTX 2080 Ti / Sketchup Pro / Substance Designer and Source / Unreal Studio / Twinmotion

                    Comment


                      anyone know if this works with hlods yet? Previously proxy meshes used to cast shadows on stuff...

                      Comment


                        Originally posted by kurylo3d View Post
                        anyone know if this works with hlods yet? Previously proxy meshes used to cast shadows on stuff...
                        While the newest testing Prometheus is missing a lot of features, it should work with LOD/HLOD though

                        Comment


                          Thanks you soooo much for all the work you've put into making Unreal Engine a better platform for us design folks. There are a ton of stuff I still do not understand but seeing all the work you have put into it is really inspiring. I just wanted to thank you for your work and dedication, I know you probably don't hear that a lot. God bless you man and thanks for inspiring all of us newbies.

                          Comment


                            Hi Luoshang - Do you have any ideas on what might be going on with stationary vs. static skylights in my post here? https://forums.unrealengine.com/deve...18#post1592618

                            The scene has a sky sphere but with shadows turned off - not sure why the stationary skylight version seems ok but the static version doesn't? I thought skylights were always treated as static...

                            Comment


                              Originally posted by DsyD View Post
                              Hi Luoshang - Do you have any ideas on what might be going on with stationary vs. static skylights in my post here? https://forums.unrealengine.com/deve...18#post1592618

                              The scene has a sky sphere but with shadows turned off - not sure why the stationary skylight version seems ok but the static version doesn't? I thought skylights were always treated as static...
                              I have no idea about the problem my code does exactly i said, treating all stationary skylights as static

                              Comment


                                Luoshuang: Hello, do you have any info what speed upgrades official Lightmass will get? Maybe i am just blind and missed info but i have not found any solid info what exactly Ligmtmass in future gets(in layman's terms)?
                                tox.chat - Skype alternative, fast C/C++, no bloat.

                                Comment

                                Working...
                                X