AVLX0510
(AVLX0510)
May 30, 2020, 10:35pm
45
Miguel1900:
Hi @Rawalanche , it’s true, I have tried it and in that cube and plane situation, the ray traced shadows edges are very imprecise, except if you set only 1 sample per pixel fot he SkyLight.
About the backgrounds making some kind of “occlusion” against the infinite rays of Sky and Suns, I think I have found a way (maybe the only one, for the moment) to be able to use background without that occlusion. What do you think about it? Do you think about a certain case study to confirm if in that situation it is still working too?: https://forums.unrealengine.com/unre…and-collection
Hi @neighborlee , it’s very normal that you noticed lag. In fact, with that card I would think it’s almost imposible to use RT. I have a 1060 and it’s very very annoying, and a 950 can have the half of its power.
Regards!
I seem to be having the same problem with HDRI skylight ray traced shadows looking subsampled as well, and I’m using a RTX 2060 Super… Has there been any solution to this problem?