Luoshuang's GPULightmass

Hi guys,

I’m using UE 4.20.3 with GPULightmass “standard”(4.20.2). Not the Unified Settings, because for my project, the first one works better.

I would like to switch for new release of UE4. 4.23.1 or maybe the 4.24 that will be released in few days/weeks, and I need the great GPUlightmass for my project.

Then, where I can find a GPULightmass that will be works for the new UE4 release ?

Another thing : I dont remember if I use Extreme or ultra hight settings, how I could check this ?

Thanks

Hi Andreas,

Didn’t see your post yesterday when I written mine about a GPUlightmass compatibility with 4.23 or above.
I see that Luoshuand didn’t update his thread since several month, where do this release come from ?

thanks !!!

.
Is there a way to loosely estimate how much GPU RAM will be consumed based upon the settings used?
.


[DevOptions.GPULightmass]
NumPrimaryGISamples=128
NumSecondaryGISamples=64
FireflyClampingThreshold=10000.0

.
… got up to “Importing suface cache 448/4397” … barely more than 10% of that stage and it ran out of GPU RAM … which is 8GB on-card, and +8GB shared from Sys RAM … so even +/-16GB wasn’t enough (this suggests that a dual Quadro RTX 8000 wouldn’t be enough GPU RAM – assuming Swarm could pool mem across NVLINK) … is it a simple linear’esque estimation … so if I half the GI Samples, I would consume about 1/2 the mem? … or is it more exotic than that?
.

hi
i have same problem
you find The right solution ؟؟

could you help me for 4.24 gpu lightmass?i cant find it

It’s not available yet.

… bumping for help …

Being that this is reliant on the GPU, and the typical level already has a bunch of assets resident in GPU memory, is it possible to build lighting without loading the level, or at least unloading the level and its assets before the build occurs?

as stated by the OP:

You can use command line to launch the editor and bake lighting to save GPU resources for GPULightmass, especially video memory.

  • Engine/Binaries/Win64/UE4Editor-Cmd.exe “path o\your\project\yourproject.uproject” -run=resavepackages -buildlighting -allowcommandletrendering -map=/Game/Maps/MyMap.umap
  • Remember to replace Content with Game in the umap path

Lightmass Configurator updated for Unreal Engine 4.23 and 4.23.1

But that doesn’t work for levels with sublevels. It builds but doesn’t save the sublevels. :frowning:

Did you set your levels visible, set to lighting scenarios, and blueprint only when saving and closing the project. I have at least two light streaming levels on mine, day and night, and they seem to build just fine.

Where can I find the 2.23 lightmass version to download?

Link is a few pages back, no more than 3… have you looked there yet?

I suggest starting with the OP, and you’ll find a link to the installer script.

tks !!!

please support out of core technology

hello guys can any one please put a link for 4.23.1 the drop box link is not working , how to install it please?

Hi all , my GPU utilisation is quite low averaging around 8%. Is this normal ?

And thanks for the awesome tool, been getting some good results so far.

Open Windows’ task mangager, go to the “performance” tab, select your gpu then on the right select one of the small windows and choose “cuda” in the dropdown menu (little arrow)