Raytracing & Light Baking?

Disable the reflection samples option, I noticed for me that the reflections looked way better without manually setting a reflection sample value and using whatever default setting it had. I’m thinking there might be an issue where if you set a value for the reflection samples it doesn’t use the denoising to smooth it out.

you mean the one inside of the postProcessVolume? seen below? I was running multiple tests… that didn’t solve the issue…

is there really no one out there experiencing the same flickering issues?

How much longer in the future? I have been waiting 14 months or so for lightmap baking with my rtx card. Really thought it would be sooner considering you had youtube videos with it in it back then…

can we see this in 4.24 ?

Let us pray!

Doesn’t look like it’s in 4.24/dev-rendering at the moment.

There must be a misunderstanding here, You don’t want to see “Raytracing” Building lighting, that would be incredibly limited to the usual realtime raytrace method which includes only a single bounce per light and other million artifacts.

What you want to see instead is GPU rendering assisting the CPU, similar to offline GPU renderers, like Vray GPU, and it would be better to use both CPU and GPU to bake lights since it would be incredibly limiting again to just use the GPUs.

GPU rendering is what is mentioned in that screen grab not “Raytrace” this is the same concept as the lightbaker in Unity right now.

What people want is an accurate realtime preview of built lighting using real time ray tracing and a fast GPU light baker.

Right on Zac.

realtime preview is a nice idea, but i care more about a fast lightmap bake. takes me like 20 hours on 3 i7 computers to do my level right now.

While raytracing/preview are helpful not everyone has the hardware for it, and to your point indeed, I also care much more about being able to bake in a timeframe that doesn’t tie up computer for hours, i’ve seen it myself,tho I do have complex terrain 2x2 5101 world comp. Not HUGE compared to what others are doing, but has a major affect on dev involvement.

Are you i7s fast,middle or…Scary times can you elaborate on your setup . As noted elsewhere, the way things are going a highend RTX will be needed going fwd, which hurts those without adequate funding . No one would deny we knew what we were getting into here . I wonder how much 4.24 will change that landscape and what the requirements will be.

yea my i7s are 4ghz, 2.7, 2.7…

At the end of hte day… Im seeing so many others implementing nvidia optix option for raytracing lightmap baking… i mean.. ffs.. its done… take it and implement it. These guys gotta stop fuckn around. RTX 3080TI will be released before epic takes this ■■■■ seriously.

Well after some huge tests on raytrace, I can’t see how full raytrace would be praticable.

On a pretty big ArchViz Scene a 2080ti I can’t get more than 0.1 fps at the moment where foliage enter in action in the scene.
The problems lies in the **preprocess pass **eating all of the power, and I can’t imagine how to solve that !

the biggest challenge is the GI. If you turn off GI for all lights, but only use it for the strongest light sources… you can work-around that issue.
I was running tests on large interior scenes with a lot of lights. That’s usually the biggest challenge for a ray tracer - especially the GI.

you can download my test results and case studies including all the models and project files from my blog:

hope that helps.
cheers

Hi…I have just stumbled across this post as I’m working on Raytracing for our projects and I’m getting the same annoying flickering. I do have a high end machine and it is setup for Raytracing in particular. I’m still trying to work out how to stop it.

Same here. If I can get 1fps I am happy as this is magnitudes of order faster than CPU rendering. However the tech doesnt appear to be there yet. Im only 3 months into my UE adventure, so there is much to learn, but I am getting good results from a mix of llightmass and raytracing, but I dont think the quality is there yet. That said, increasing the samplecounts to 64 on raytraced enabled features can produce very good results, except my lowly 2060super seems to crash often when I do this…I guess its lack of memory (8GB) which is the limiting factor.

I am still using lightmass with occasional ray tracing but I saw a good performance and quality jump from 4.23 to 4.24 to if the pace of development is maintained, then the future looks very promising. Now we just need AMD/Nvidia GPU wars to get this technology under rapid development and lower the price of quality performance.

4.26 Preview is out with the GPU Lightmass - the show must go on… lol;

first of all, big thank you to all of you adding so much value to this post - I really do appreciate that.
Second, special thanks to @ZacD, @, @rosegoldslugs and especially @ for all your efforts and explanations.

Today, I would like to continue our debate on the new GPU Lightmass inside of 4.26 Preview
But this time, I would like to focus on peformance-based questions - with the ultimate goal to have at least steady 90fps - usable for VR games / experiences.
Please let me start with some basic points, statements and questions - and please feel free to step in and correct any wrong or mixed-up thoughts crossing my mind.

@Lightmass-GPU:
the baking process is faster and delivers nicer quality compared to the CPU-Lightmass baking
General speaking this is right / wrong?

@baking-process:
obviously I am able to use the GPU-Lightmass to bake any scene without the usage of any ray tracing features (GI, AO, etc. - Project Settings –> Ray Tracing is turned off)
But can you bake with the GPU-Lightmass while ray tracing is on? (Project Settings –> Ray Tracing is turned on - GI, AO Ray Tracing is on)

if that’s the case, what ray-tracing features are actually considered when we are running a GPU-Lightmass Bake?

  • Lights + Shadows
  • Ray Traced Global Illumination (GI)
  • Ray Traced Ambient Occlusion (AO)

@anonymous_user_18ba04c9 performance:
in general, what do you suggest you should do if you want to achieve maximum in-game and VR-Performance using the GPU-Lightmass bake?

@Shader Model 5 vs. ES3.1
Does the GPU-Lightmass also support shader models for mobile, like ES3.1 for Android?
So it’s also useable for Oculus Quest 2 Experiences?

So far so good - curious about all your thoughts, input and findings.
Thank you so much and keep rocking,
cheers

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It’s baked lighting, the runtime performance should be on par with a regular cpu lightmass. The only relevant consideration I can think of is the fact that it requires the use of streaming virtual textures whereas CPU Lightmass does not

There’s another thread about epic’s GPU lightmass plugin with more recent discussion

Yes, you can bake raytracing. This requires virtual texture and virtual lightmaps. Which will not work on android/oculus quest. Looks good and is fast.