Luoshuang's GPULightmass

So, according to the plugin description, it uses DXR. I wonder if that means the project needs to have ray-tracing enabled. At the least, it means it will require a DXR-capable GPU…I hope that doesn’t mean that the packaged project will require players to have a DXR-capable card.

nice rendering method

I expect the result, a baked light solution, will just work on all GPU’s.

Will only work on 1060 series and up (natively on RTX cards and via software driver support on 1060+)

I hope one can hide those progress bars, super distracting to have 100 of 'em on top of everything.

It works fine for me, that template it is preset to work with dynamic light only.
You need to make your geometry static mesh, then change the lights to be static too and un check the box for “Force no precomputed lighting”

i Have big Probleme that i want to use my shared gpu memory becouse unreal give me out of memory message
i have 1070
up to date
install cuda Toolkit 10.2
!!!

No, you can’t, there is not a solution for multi GPU so far.
All that you can do is use swarm to distribute your scene in multiple PC but if your scene is larger than *Gb( GTX 1070) then you need to optimize your scene or buy a video card with larger memory. RTX 2080TI, Titan or top Quadros.

How did you get this to run? I’ve compiled 4.25, but only seeing CPU Lightmass when I build lighting.

Same issue for me;
Compiled latest ‘devrendering’ branch (bootscreen says 4.26 for me btw), activated GPULightmass plugin but all I’m getting is CPULightmass when building lighting.

this new dxr gpu 4.25 light baking is depend on lightmaps again or not ???

YOU MUST ACTIVE this plugin

If you want to test the GPULightmass prototype:

  • Download **dev-rendering **branch from 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.

yo! I have a problem using the gpu light. every time I am trying to start it it keeps closeing down and all I can see on swarm agents in red are:
Failed to load ‘aqProf.dll’ (GetLastError=126)
Failed to load ‘VtuneApi.dll’ (GetLastError=126)
Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
Assertion failed: primitiveCount > 0, file , line 6
[Job] Job has failed! Job executable didn’t exit cleanly. Exit code: 3

followed by:

[MaintainConnections] Connection 052B787D is DISCONNECTING
then closeing.

is there a fix for it?

hi i love the gpu lightmass is there a version that supports 4.24.2 ???

Here you go https://forums.unrealengine.com/development-discussion/rendering/1460002--s-gpulightmass?p=1718562#post1718562

How else is it going to “bake” detailed lighting info? They would have mentioned if it used a new systems like Unigine’s voxelisation method.

4.24.3 hotfix is out… Looking forward GPU Lightmass source for it :wink:

hey this will be a ultra high settings ? or insane settings ? is there a posibilty to get the installer like the other versions ?

Awesome! This worked. Thanks for the info.