Ray Tracing Overview - Unreal Engine 4.22 Preview

For Prview 6, the shader must be compiled in DX11 before it can run normally in DX12 mode.

Moreover, RTAO has a problem in this version. The maximum distance of light in RTAO seems to be very small. Only part of AO can be seen in some detail areas, and this distance is not affected by RTGI. Perhaps it is for independent AO and GI to split part of their content, and then forget to add tracking distance for RTAO? In short, the tracking distance of RTAO becomes very small, even close to SSAO, almost invalid.

It would be great if RTAO and RTGI could be separated independently. After all, RTAO is more cost-effective than GI in some scenarios.

It seems that Prview 6 has solved many problems, including the disappearance of translucency and the flicker of Msak material. Looking forward to seeing HISM and Folaige in 4.22, or hybrid rendering solutions (such as CSM + RTShadow complete HISM, Folaige, Mesh, etc.), that’s great!