Originally posted by motorsep
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Originally posted by Luoshuang View PostComing in the following releases, but may take a little bit longer than expected. Like, we have fixed a bunch of path tracer correctness issues in UE5.0
Or will this affect mainly how things are being calculated for raytracing/lightmass baking/lumen etc?
Looking forward to see what's coming!
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i need help ..
oh my god .. after long build with gpulightmass with raytrace i try to pakaging android .. and the error was
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogOutputDevice: Error: Ensure condition failed: TextureData.Layers.Num() == 1 [File:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/TextureDerivedDataTask.cpp] [Line: 262]
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogOutputDevice: Error: Texture VirtualTexture0_1 has 1 layers bu VirtualTexturing is not enabled, only layer0 will be availiable
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogOutputDevice: Error: Stack:
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Originally posted by virtualHC View PostIs anyone experiencing crashes with GPU Lightmass in 4.26 release? I'm getting crashes at the de-noising stage about 2 out of 3 times I bake, and UE4 just closes without any error messages. If I turn off de-noising it stops crashing.
Code:[2020.12.07-17.02.44:107][966]LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory. [2020.12.07-17.02.44:118][966]LogMemory: Warning: MemoryStats: AvailablePhysical 572383232 AvailableVirtual 69783552 UsedPhysical 11002134528 PeakUsedPhysical 12108525568 UsedVirtual 38617370624 PeakUsedVirtual 38695047168 [2020.12.07-17.02.44:118][966]Allocator Stats for TBB: (not implemented) [2020.12.07-17.02.44:121][966]LogOutputDevice: Warning: Script Stack (0 frames): [2020.12.07-17.02.44:123][966]LogWindows: Windows GetLastError: The operation completed successfully. (0) [2020.12.07-17.02.47:431][966]LogWindows: Warning: SymLoadModuleExW. Error: 8 ... [2020.12.07-17.02.47:435][966]LogWindows: Error: === Critical error: === [2020.12.07-17.02.47:435][966]LogWindows: Error: [2020.12.07-17.02.47:435][966]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197] [2020.12.07-17.02.47:435][966]LogWindows: Error: Ran out of memory allocating 74520768 bytes with alignment 0 [2020.12.07-17.02.47:435][966]LogWindows: Error: [2020.12.07-17.02.47:435][966]LogWindows: Error: [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffd11e23e49 KERNELBASE.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e5dc386 UE4Editor-Core.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e5dfae8 UE4Editor-Core.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e2edd5d UE4Editor-Core.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e0f0c8a UE4Editor-Core.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e193a56 UE4Editor-Core.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc9e193b93 UE4Editor-Core.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c74c38 UE4Editor-GPULightmass.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c1c33a UE4Editor-GPULightmass.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c0530c UE4Editor-GPULightmass.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c0f505 UE4Editor-GPULightmass.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffc88c22a2d UE4Editor-GPULightmass.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43a9b6a UE4Editor.exe!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43c113c UE4Editor.exe!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43c121a UE4Editor.exe!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43d527d UE4Editor.exe!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ff6c43d7faa UE4Editor.exe!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffd13927034 KERNEL32.DLL!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [Callstack] 0x00007ffd1455cec1 ntdll.dll!UnknownFunction [] [2020.12.07-17.02.47:435][966]LogWindows: Error: [2020.12.07-17.02.47:463][966]LogExit: Executing StaticShutdownAfterError [2020.12.07-17.02.47:964][966]LogWindows: FPlatformMisc::RequestExit(1) [2020.12.07-17.02.47:964][966]LogCore: Engine exit requested (reason: Win RequestExit) [2020.12.07-17.02.47:972][966]Log file closed, 12/07/20 12:02:47
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Originally posted by motorsep View PostHas anyone figured out good settings for GPU Lightmass to bake: A. Good lighting (and fast) and B. Amazing lighting
With GI and all the available/supported bells and whistles.
B) Turn off the denoiser, use IC + FBRG and push your GI samples to 8k, IC quality to 8k, trial samples to 2-4k
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Originally posted by motorsep View Post
Thanks. Wasn't there some issue with FBRG that created splotched lighting ?
Basically you have to choose between noise or blocky artifacts, in some scenes one might be better than the other. Turn FBRG on/off accordingly.Last edited by Arkiras; 12-07-2020, 03:06 PM.
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Originally posted by enoes View Post
i will buy new rtx card 2060 i can't try ! your work any big scene maybe vram usage share to me ?
As a brief test I copy pasted the scene 4x (368 static meshes with ~512px average LM resolution) and it is still stuck at 50% GPU memory usage.
Unrelated to that, I really wouldn't suggest buying a graphics card until the 30 series are widely available, and just getting one of those instead. Just my opinion.
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