Alright folks, seems like I’m finally on the right way to tame the beast. There are still bugs in there resp. I’m pretty sure that not everything works as it should yet. But the code and shaders compile without errors now and that was the hardest part to achieve.
To be able to go on, I need you guys to be my eyes now. I’ve stripped down the current dev branch to include only VXGI/HBAO/TXAA with the rest being vanilla 4.20.3 to minimize side etc. You can find it now:
https://github/HaBe2305/UnrealEn…20-VXGI2-only
Important note: Of course, you shouldn’t load any of your existing projects with yet, just as a reminder.
Please do the following if you find the time: Compile for Development Editor target as usual and after that, run UE. I’ve enabled shader debug output for the engine to get the most out of what you’re doing if errors appear, so pls. be patient when starting the editor and loading projects. It will take like double the time than usual. As soon as you get the Unreal Project Browser screen, please wait until all shaders are compiled and then open the two VXGI example projects sequentially (via the Browse button in the down right corner) in /Samples/NVSamples/VXGI/ and toy around.
Test everything that has VXGI in its name (Light’s settings, CVars, ShowFlags etc.), run the projects and see how it behaves when you switch the different modes that are shown in the HUD. Try any combination of VXGI and stadard settings that make sense to you. As soon as you come across something that doesn’t seem like to work as it should, please take note and post your observations . Screenshots of artifacts would also help with that. The more detail, the better.
It would also help if you could PM me the three log files (/Engine/Saved/Logs/UE4-backup-XYZ.log (the first one that was created), /Samples/NvSamples/VXGI/CornellBox/Saved/Logs/CornellBox.log and /Samples/NvSamples/VXGI/SciFiHallway/Saved/Logs/SciFiHallway.log ) after you’ve got enough.
Have fun finding those little beetles.