I speak about the options in the Post Processing Volume…
I need precise control over the HBAO+… Like the parameters in the build-in AO. I thought that there are some console commands or something else to archive …
Someone can help, please?! I did the FleX installation twice, with git and following advices from , but I can’t get collisions to my FleX particles
I can’t compile vxgi branch,I get a lot of errors https://scontent-mxp1-1.xx.fbcdn.net/hphotos-xlf1/v/t35.0-12/11926031_951064954950322_1927008558_o.jpg?oh=68c43fc8c8022610db1979d473ee6c20&oe=55EC7F11
Make sure that you follow the instructions i posted exactly and that you do NOT overwrite files when you run the setup.bat.
How did you build it? Using git shell or zip file? I’ve made these two times with each options but I got no collisions to the FleX particles or container.
I always recommend using the ZIP file. If you just see spheres flying around with no collision even in PIE then your GPU most likely doesn’t support Flex. According to the Flex documentation it requires a 660 or better GPU, my 560 TI does not support it.
I followed your instructions but I still can’t compile it,I am able to compile old versions but not the new one.
Edit: I don’t know if has to do something with my problem but i found few errors in code.
://i.imgur/vAo5C3G.png?1
We just updated the VXGI branch on github to the latest UE 4.8.3 version of the integration, and deleted the VXGI-dev branch. update includes a number of bug fixes that we discussed in thread a month or two ago.
Another update with UE 4.9.0 is coming soon, and it includes new VXGI rendering backends for (it works!) and (a much cleaner solution than before), as well as performance improvements for multi-bounce/emissive material voxelization.
Cool can’t wait for the backend implementation, just upgraded to 4.9 and and am missing VXGI and HBAO
Are you guys going to have some more detailed documentation? I have an 760ti and when I enable VXGI nothing changes…
Are your lights set to contribute to VXGI Indirect Lighting? If so, then do your have r.VXGI.DiffuseTracingEnable and r.VXGI.SpecularTracingEnable checked? Also you do need to have a post process volume enabling them, and you may want it to be unbound.
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Cool can’t wait for the backend implementation, just upgraded to 4.9 and and am missing VXGI and HBAO
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Thanks again for your builds.
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Are you guys going to have some more detailed documentation? I have an 760ti and when I enable VXGI nothing changes…
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There’s some information in the “UE4” section: ://developer.download.nvidia/assets/events/GDC15/GEFORCE/VXGI_Dynamic_Global_Illumination_GDC15.pdf
Thanks everyone, I will try that and update if it worked
I’m having a problem with the latest release of VXGI. When I set r.VXGI.MapSize=64, VXGIFinalizeVxgiVoxelization takes 1.58ms. But when I set r.VXGI.MapSize=128 (The Default), VXGIFinalizeVxgiVoxelization takes 106.89ms. VXGIPrepareForVXGIOpacityVoxelization similarly jumps from 0.29ms to 80.24ms. Does VXGI really scale that poorly, or is something wrong with build? I’m using a 2Gb GTX 770 in the Blueprint FPS default scene.
Edit: I also noticed that r.VXGI.DebugMode is gone, which makes it hard for me to investigate further.
I think you might be running out of video memory. The default settings use r.VXGI.StoreEmittanceInHdrFormat = 1, which means float32 emittance on non-, i.e. 80 bytes per voxel, or about 1 GB for all voxel textures. With 2 GB total vram, that’s a lot. Can you check actual video memory usage with GPU-Z or a similar tool?
The r.VXGI.DebugMode is replaced with new view options for convenience. You can find them in the viewport menu which usually shows as “Lit” button.
I’m away from my computer, so I can’t check right now, but I know I disabled StoreEmittanceInHdrFormat, and it didn’t help.
Ok, I got around to downloading GPU-Z (Great tool btw) and retesting VXGI. All I did was load up the engine, start a new FP Blueprint project, disable static lighting, remove the skylight in the sample scene, and set the directional light to movable and contribute to VXGI Lighting. I Changed nothing else.
TEST 1:
r.VXGI.MapSize=128
r.VXGI.StoreEmittanceInHdrFormat=1
GPU Time: 126ms
VXGI WS: 104ms
Memory Usage: 1856MB
TEST 2:
r.VXGI.MapSize=128
r.VXGI.StoreEmittanceInHdrFormat=0
GPU Time: 21ms
VXGI WS: 4ms
Memory Usage: 1751MB
TEST 3:
r.VXGI.MapSize=64
r.VXGI.StoreEmittanceInHdrFormat=1
GPU Time: 19ms
VXGI WS: 2ms
Memory Usage: 1339MB
TEST 4:
r.VXGI.MapSize=64
r.VXGI.StoreEmittanceInHdrFormat=0
GPU Time: 16ms
VXGI WS: 1.3ms
Memory Usage: 1230MB
So apparently HDR emittance was the culprit, I just didn’t notice because after changing the setting it took about 15 seconds for the performance to improve. I’m still a little confused as to why it hurt my performance so much. It only appeared to add about 100MB to the memory, and It didn’t cap out (the memory usage fluctuated up to 1911MB at one point, 1856MB was just where it sat most of the time).
BTW, does anyone have any suggestions as how to scale GI down to mid-range hardware? My workflow doesn’t use any real-time lighting, so for low end I just turn off GI and let skylighting do the work, and for high end (say, GTX 760 and up) I can scale the GI to 4ms and still have decent quality, but what would be the best for everything in between? Would I be better off switching to LPV, or lowering the MapSize to 32 and increasing the tracing sparsity to 4?When VXGI is lowered that far it kinda looks like LPV with even lower quality, but designing levels that don’t appear different with 2 GI modes isn’t a good option either.
@
could you tell me where I can download it ?
and…could i package project with your version.