Originally posted by John Alcatraz
View Post
Announcement
Collapse
No announcement yet.
Raytracing was merged into Dev-Rendering!
Collapse
X
-
For everyone still exploring this branch, RTGI has been officially checked into dev-rendering (yay!):
Ray tracing global illumination. Currently disabled by default to evaluate performance and quality in WoodChuck. r.RayTracing.GlobalIllumination (enables RTGI, default = 0) r.RayTracing.GlobalIllumination.Denoiser (enables denoising, default = 1) r.RayTracing.GlobalIllumination.SamplesPerPixel (determines samples-per-pixel, default = 1) r.RayTracing.GlobalIllumination.MaxBounces (determines maximum number of diffuse bounces, default = 1) r.RayTracing.GlobalIllumination.EvalSkyLight (determines whether or not SkyLight can be hit with indirect diffuse, default = 0) r.RayTracing.GlobalIllumination.MaxRayDistance (maximum ray distance for diffuse and visibility rays, default = 1.0e27) Details here: https://github.com/EpicGames/UnrealE...8819913010a6c0
Tommy.
- 1 like
Comment
-
For those still playing around with early raytracing stuff in dev-rendering, RTGI has been checked-in! Yay! :
Code:Ray tracing global illumination. Currently disabled by default to evaluate performance and quality in WoodChuck. r.RayTracing.GlobalIllumination (enables RTGI, default = 0) r.RayTracing.GlobalIllumination.Denoiser (enables denoising, default = 1) r.RayTracing.GlobalIllumination.SamplesPerPixel (determines samples-per-pixel, default = 1) r.RayTracing.GlobalIllumination.MaxBounces (determines maximum number of diffuse bounces, default = 1) r.RayTracing.GlobalIllumination.EvalSkyLight (determines whether or not SkyLight can be hit with indirect diffuse, default = 0) r.RayTracing.GlobalIllumination.MaxRayDistance (maximum ray distance for diffuse and visibility rays, default = 1.0e27)
Tommy.
- 4 likes
Comment
-
Originally posted by TommyBear View PostFor those still playing around with early raytracing stuff in dev-rendering, RTGI has been checked-in! Yay! :
Code:Ray tracing global illumination. Currently disabled by default to evaluate performance and quality in WoodChuck. r.RayTracing.GlobalIllumination (enables RTGI, default = 0) r.RayTracing.GlobalIllumination.Denoiser (enables denoising, default = 1) r.RayTracing.GlobalIllumination.SamplesPerPixel (determines samples-per-pixel, default = 1) r.RayTracing.GlobalIllumination.MaxBounces (determines maximum number of diffuse bounces, default = 1) r.RayTracing.GlobalIllumination.EvalSkyLight (determines whether or not SkyLight can be hit with indirect diffuse, default = 0) r.RayTracing.GlobalIllumination.MaxRayDistance (maximum ray distance for diffuse and visibility rays, default = 1.0e27)
Tommy.
Comment
-
Yeah, RTGI is here with us now ^_^The Virtual Photographer, welcome to my world!
AQP City, Open World GameMy Artstation: Click me!
*AQP City Fan page
*AQP City on Indie DB
- 5 likes
Comment
-
Going off Windows for RTX seems like a lot of pointless work. You'd have to be nuts to be pre-10 and running an RTX card for gaming.
I'm getting a long list of failures when I try to build ever since the other week. Anyone know what the log.txt thing is about? It's not permissions or dropbox, I think the UE build tool is blocking itself:
https://pastebin.com/KH1nRmx8
Also annoying, I definitely have .NET 4.6.2 installed:
Code:1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\Microsoft.Common.CurrentVersion.targets(1179,5): error MSB3644: The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found.
Last edited by Antidamage; 02-05-2019, 09:45 PM.
Comment
-
How's RTGI's performance compared to VXGI's on similar hardware? VXGI was really hungry but kinda usable for small scale games.
What worries me about RTGI is that next gen consoles might not be powerful enough to support DXR features, considering that the rtx gpu which is expensive as hell can struggle running the features. And how long until most PC gamers (not only the ones with super high end computers) can run it? Doesn't seem like a safe bet for a game to rely on RTGI just yet but I might be wrong.Last edited by NatCLK; 02-05-2019, 11:33 PM.
Comment
-
Testing this very early integration of RTGI with different number of bounces with this simple scene (0, 1, 5 and 10). While more bounces, less fps, of course! (I'm happy with 1 bounce for now, GI from skylight will do the job).The Virtual Photographer, welcome to my world!
AQP City, Open World GameMy Artstation: Click me!
*AQP City Fan page
*AQP City on Indie DB
- 3 likes
Comment
-
Originally posted by Jhosep_Chevarria View PostTesting this very early integration of RTGI with different number of bounces with this simple scene (0, 1, 5 and 10). While more bounces, less fps, of course! (I'm happy with 1 bounce for now, GI from skylight will do the job).
Comment
Comment