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    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
                CEO
                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 + 64 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


                            Hi, I'm Yujiang 'Luoshuang' Wang.
                            I have open sourced GPULightmass here: https://github.com/AlanIWBFT/GPULightmass
                            With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!

                            Comment


                              YujiangW, big fan of your work!

                              Is there a release date, or projected UE4 version, for the DXR Lightmass you’re building?

                              Comment


                                Originally posted by YujiangW View Post
                                Hi, I'm Yujiang 'Luoshuang' Wang.
                                I have open sourced GPULightmass here: https://github.com/AlanIWBFT/GPULightmass
                                With the development of an official GPU Lightmass using DXR starting, GPULightmass is in a frozen state now. Its life is up to you community members!

                                How can I help?

                                Comment

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