Epic recently revealed their code for their GPUlightmass in the dev-rendering branch on GitHub. Some people are already playing with it and some (like me) are running into issues.
I think it could be nice if people's experiences with this new plugin could be found in one topic for an easy overview and catching up and to not 'pollute' Luoshuang's lightmass plugin topic.
svv3d was successful in building and using this plugin a short while ago. He wrote:
This week I followed the same steps but the build of UE failed with numerous errors. Suggestions anyone?
I think it could be nice if people's experiences with this new plugin could be found in one topic for an easy overview and catching up and to not 'pollute' Luoshuang's lightmass plugin topic.
svv3d was successful in building and using this plugin a short while ago. He wrote:
Code:
If you want to test the GPULightmass prototype: * Download dev-rendering branch from GitHub and build it. * Enable ray tracing (including switching default RHI to DX12 and check 'ray tracing'. And having a DXR capable graphics card with Win10 version >= 1809). * Enable virtual texture and virtual texutured lightmaps in project settings (optional, yet without this realtime preview in editor will be unavailable). * Enable GPULightmass plugin and restart the editor currently no UI has been setup, so just a bunch of console commands r.GPULightmass.xxxx controls parameters and finally, ToggleLightmapPreview to start GPULightmass in editor. * GPULightmass throttles itself when the level editor viewport is realtime. To make it run at full speed, uncheck 'realtime' in the viewport options. P.S.:I tested this on my GTX 1070. Everything is working fine.
Comment