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    Originally posted by DsyD View Post

    Looks gorgeous! But 12 GPUs? I thought it was only able to use 1 GPU at a time...?
    I suppose they are using 12 separate PC's with one card each

    Comment


      Originally posted by zoostation View Post
      Hi Everyone,

      my first comment here, just love this GPU lightmass project.

      I'm busy with my first project and I'm very impressed with quality. I am however now starting to get this error on lightmass calculation below, can anyone please help me decode what the problem is?

      The failure happens just before the GPU lightmass calcs start, so before the progress bar pops up. CPU, RAM and GPU memory seems fine (I have two GPUs, 1070ti on two monitors and 1080ti for rendering) and I have cleared the cache

      Much appreciated.

      <None> === Lightmass crashed: ===
      Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:c:\ue4-gpulightmassintegration\engine\source\runtime\core\public\Containers/Array.h] [Line: 611]
      Array index out of bounds: 9745770 from an array of size 9745770


      0x00007ffc09918e6c KERNELBASE.dll!UnknownFunction []
      0x00007ffb31aded47 UnrealLightmass-Core.dll!UnknownFunction []
      0x00007ffb31ae16d7 UnrealLightmass-Core.dll!UnknownFunction []
      0x00007ffb3197234a UnrealLightmass-Core.dll!UnknownFunction []
      0x00007ffb318fd699 UnrealLightmass-Core.dll!UnknownFunction []
      0x00007ffb318fdde9 UnrealLightmass-Core.dll!UnknownFunction []
      0x00007ff76b026528 UnrealLightmass.exe!UnknownFunction []
      0x00007ff76afa8b70 UnrealLightmass.exe!UnknownFunction []
      0x00007ff76afa905a UnrealLightmass.exe!UnknownFunction []
      0x00007ff76afa905a UnrealLightmass.exe!UnknownFunction []
      0x00007ff76af6b39b UnrealLightmass.exe!UnknownFunction []
      0x00007ff76af9374a UnrealLightmass.exe!UnknownFunction []
      0x00007ff76afb6dd9 UnrealLightmass.exe!UnknownFunction []
      0x00007ff76af6bb64 UnrealLightmass.exe!UnknownFunction []
      0x00007ff76af8f36d UnrealLightmass.exe!UnknownFunction []
      0x00007ff76afae4da UnrealLightmass.exe!UnknownFunction []
      0x00007ff76b021bb8 UnrealLightmass.exe!UnknownFunction []
      0x00007ffc0a1313d2 KERNEL32.DLL!UnknownFunction []
      0x00007ffc0c6454f4 ntdll.dll!UnknownFunction []
      Anybody? Nobody?

      Comment


        Originally posted by zoostation View Post

        Anybody? Nobody?
        Seems to me I had similar problems when started using GPU.
        For memory problem I increased swapfile

        Comment


          Originally posted by Bimbachi View Post

          Seems to me I had similar problems when started using GPU.
          For memory problem I increased swapfile
          no that's not it, but thanks for replying!

          Does anybody know where the memory limits lie with this solution? I use a GPU offline renderer so I know that this scene fits on a 1080ti.

          However currently if I add one more asset to this scene, it crashes on lightmass generation as above. Works perfectly this far.

          I monitor GPU load, RAM usage as well as page file size etc but it still crashes if I load any further geometry into this scene.

          What is the memory bottle neck with this GPU Lightmass?

          EDIT: the below image is a raw and unfinished UE4 render of the scene as it is at the time of crash. Not too much there however I haven't done any mesh optimization yet.

          Click image for larger version  Name:	1558866704346.jpg Views:	1 Size:	416.7 KB ID:	1624138
          Last edited by zoostation; 05-26-2019, 06:51 AM.

          Comment


            Originally posted by zoostation View Post

            What is the memory bottle neck with this GPU Lightmass?
            For me, most of the time, it was lightmap resolution and materials textures. Many of them were 4k or 8k size and exported directly from 3ds max file via Datasmith. Resizing them to more suitable values, like 256, or 512 for many not so important meshes helped a lot. Also, try to play with MappingSurfaceCacheDownsampleFactor values and set them higher, like 4, 8, or even higher, in BaseLightmass.ini . It reduces the accuracy of lightmap builds, as I understand, but at the same time reduces memory consumption.

            Comment


              Hello UE4 devs,

              Our company is purchasing a Quadro RTX 8000. My question is will it work smoothly with GPU Lightmass?

              Comment


                Originally posted by FareedMasood View Post
                Hello UE4 devs,

                Our company is purchasing a Quadro RTX 8000. My question is will it work smoothly with GPU Lightmass?
                Should do, unlikely to hit VRAM limits with 48gb installed unless you're trying to bake extremely large scenes.

                Comment


                  Originally posted by KTRN View Post

                  I suppose they are using 12 separate PC's with one card each
                  Yes 15 PC´s today

                  Comment


                    Originally posted by KTRN View Post

                    For me, most of the time, it was lightmap resolution and materials textures. Many of them were 4k or 8k size and exported directly from 3ds max file via Datasmith. Resizing them to more suitable values, like 256, or 512 for many not so important meshes helped a lot. Also, try to play with MappingSurfaceCacheDownsampleFactor values and set them higher, like 4, 8, or even higher, in BaseLightmass.ini . It reduces the accuracy of lightmap builds, as I understand, but at the same time reduces memory consumption.
                    Will give it a try, thanks. The lightmap build is currently being calculated at "Extreme" quality..

                    Comment


                      Originally posted by zoostation View Post

                      Anybody? Nobody?
                      Clear your cache from within swarm agent on the offending PC (Cache -> Clean, then Cache -> Validate). Might have to do it on all build PCs to be safe. This happens to us when we build different projects with different UE4 versions without clearing cache in between.
                      Cameron Abt
                      Founding Partner
                      Atlas Bay VR

                      Atlas Bay VR Logo

                      Comment


                        Originally posted by tc22 View Post

                        2080TI it work smooth in 4.22

                        Did you try with 4.22.2?

                        I'm having problem building lightmass in 4.22.2 It crashes when "building reflection captures"

                        and this is the log:

                        HTML Code:
                        [2019.05.29-09.36.33:369][443]LogWindows: Windows GetLastError: Operazione completata. (0)
                        [2019.05.29-09.36.33:369][443]LogThreadingWindows: Error: Runnable thread RenderThread 2 crashed.
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: === Critical error: ===
                        [2019.05.29-09.36.33:369][443]LogWindows: Error:
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: Fatal error: [File:C:\Users\LKA-Bomba\Documents\MID\LKA-UE4.22\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 819]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: Rendering thread exception:
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: Fatal error!
                        [2019.05.29-09.36.33:369][443]LogWindows: Error:
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
                        [2019.05.29-09.36.33:369][443]LogWindows: Error:
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa35cea293 UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHISetShaderUniformBuffer() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:717]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee8e0 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:325]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee4c4 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:592]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6eeed6 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteList() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:615]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6c8a87 UE4Editor-RHI.dll!FRHICommandListBase::~FRHICommandListBase() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:846]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6eaf9f UE4Editor-RHI.dll!FRHICommandWaitForAndSubmitSubList::Execute() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:1041]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ecec7 UE4Editor-RHI.dll!FRHICommand<FRHICommandWaitForAndSubmitSubList>::ExecuteAndDestruct() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\public\rhicommandlist.h:680]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee8e0 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:325]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ee4c4 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:592]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a6ef444 UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteList() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:642]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a7005da UE4Editor-RHI.dll!FDynamicRHI::LockVertexBuffer_RenderThread() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\rhi\private\rhicommandlist.cpp:1979]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa39541dba UE4Editor-Renderer.dll!FParallelMeshDrawCommandPass:ispatchDraw() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\meshdrawcommands.cpp:1230]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa3950ffde UE4Editor-Renderer.dll!SubmitDistortionMeshDrawCommands() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\distortionrendering.cpp:511]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa394f2a66 UE4Editor-Renderer.dll!FSceneRenderer::RenderDistortion() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\distortionrendering.cpp:640]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa394a1fe7 UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1924]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa3984b370 UE4Editor-Renderer.dll!CaptureSceneToScratchCubemap() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\reflectionenvironmentcapture.cpp:731]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa3985af16 UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`CaptureSceneIntoScratchCubemap'::`4'::CaptureCommandName,<lambda_0b438a0ab9eba0ac7600a08d0c609e3c> > >::ExecuteTask() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa43dc22d8 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async\taskgraph.cpp:686]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa43dc2563 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async\taskgraph.cpp:582]
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: [Callstack] 0x00007ffa4a8459f1 UE4Editor-RenderCore.dll!RenderingThreadMain() [c:\users\lka-bomba\doc
                        [2019.05.29-09.36.33:369][443]LogWindows: Error:
                        [2019.05.29-09.36.33:369][443]LogWindows: Error:
                        [2019.05.29-09.36.33:369][443]LogWindows: Error: Crash in runnable thread RenderThread 2
                        [2019.05.29-09.36.33:376][443]LogOutputDevice: Warning:
                        
                        Script Stack (0 frames):
                        
                        [2019.05.29-09.36.33:376][443]LogWindows: Windows GetLastError: Operazione completata. (0)
                        [2019.05.29-09.36.33:376][443]LogWindows: Error: HandleError re-entered.
                        [2019.05.29-09.36.33:376][443]LogWindows: FPlatformMisc::RequestExit(1)
                        [2019.05.29-09.36.33:388][443]Log file closed, 05/29/19 11:36:33
                        If I remove any reflection capture in the scene i get this error instead:

                        HTML Code:
                        LoginId:a4c1de9a4bb6833c0b7be9a44f231422
                        EpicAccountId:d37d2c3a30454e04b59de72af716f364
                        
                        Assertion failed: LCI->GetResourceCluster()->UniformBuffer [File:C:\Users\LKA-Bomba\Documents\MID\LKA-UE4.22\Engine\Source\Runtime\Renderer\Private\LightMapRendering.cpp] [Line: 49]
                        
                        UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
                        UE4Editor_Core!FOutputDevice::LogfImpl() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
                        UE4Editor_Core!FDebug::AssertFailed() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\misc\assertionmacros.cpp:440]
                        UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
                        UE4Editor_Renderer!FUniformLightMapPolicy::GetVertexShaderBindings() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\lightmaprendering.cpp:122]
                        UE4Editor_Renderer!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShade() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\public\meshpassprocessor.inl:64]
                        UE4Editor_Renderer!FBasePassMeshProcessor::Process<FUniformLightMapPolicy>() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\basepassrendering.cpp:970]
                        UE4Editor_Renderer!FBasePassMeshProcessor::AddMeshBatch() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\basepassrendering.cpp:1504]
                        UE4Editor_Renderer!GenerateDynamicMeshDrawCommands() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\meshdrawcommands.cpp:516]
                        UE4Editor_Renderer!FMeshDrawCommandPassSetupTask::AnyThreadTask() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\renderer\private\meshdrawcommands.cpp:791]
                        UE4Editor_Renderer!TGraphTask<FMeshDrawCommandPassSetupTask>::ExecuteTask() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
                        UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async\taskgraph.cpp:1029]
                        UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async\taskgraph.cpp:854]
                        UE4Editor_Core!FTaskThreadAnyThread::Run() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\async\taskgraph.cpp:930]
                        UE4Editor_Core!FRunnableThreadWin::Run() [c:\users\lka-bomba\documents\mid\lka-ue4.22\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]

                        Comment


                          For source builds, can we use the 4.21 "EngineModification" files for 4.22 or do we need to manually change some lines in 4.22?

                          Comment


                            Hi Luoshuang ,

                            Today, after a lot using your marvelous tool, I have seen that from World Settings, the Indirect Lighting Quality also affects the calculation (recommended to set it to 100). Maybe you already knew this, but I thought it was affected only by the phrase of the first post:
                            Lightmass parameters and quality settings specified in the editor are ignored except for Num Indirect Lighting Bounces

                            In addition, what would you think about adding info about Elapsed Time? Even a button to close it after finished, so I can leave it calculating and, when turned back, see the time it took to render it

                            Best regards! And Thank you as always!
                            Last edited by Miguel1900; 05-29-2019, 01:44 PM.
                            RTX RayTracing easy global settings tweaker

                            Advanced HDRi background tool + 42 HDR images

                            Comment


                              Originally posted by DsyD View Post
                              For source builds, can we use the 4.21 "EngineModification" files for 4.22 or do we need to manually change some lines in 4.22?
                              Anyone know the above? Seems like people are using this with 4.22 but not sure if they're launcher version or source builds...

                              Comment


                                whoa this looks amazing.

                                however I'm gonna wait until it works with 4.22.2 as some people are reporting some errors
                                can't wait to try it
                                behance.net/fael097

                                Comment

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