Realtime Dynamic GI + Reflections + AO + Emissive - AHR

ALSO HOW MANY BOUNCES :O. How Do I install when is out WITH OUT GET HUB!!! Please Get hub Sucks With Ue4…

Give the man a break.

may your coffee be both tasty and plentiful, godspeed =]

I think you meant ? As far as I know is the only way to share the engine through, since Epic uses it and using a different services would provide a lot of issues, so it wouldn’t be worth to use.
Also, please restrain yourself from using caps and check your spelling, even though your misspelling made me chuckle a bit ^^

Anyways…Nice to hear that you got so far , I’m currently using VXGI, but would love to see how your solution compares to Nvidia’s. As far as I heard they already have to do a lot of work for just 2 bounces, so you really could shine in department. Just don’t overwork yourself, keep a pace which you feel comfortable with :slight_smile:

Greetings,
Dakraid

I cant resist.

We found a Dalek! Asylum-one :smiley:

*hides

I’d just like to put a reminder to everyone.

is a sorceror. is all sorcery. And should he ever release it, your computers will be joining his dominion over all of mankind! Mwahahaha!

*Cough

But on a more serious note. I grew up in the middle age of CGI when global illumination was a thing you sent to a render farm and prayed it didn’t explode. I thankfully skipped the age of horrors and tortured my cohorts with my own horrors instead. Nonetheless, I got to watch GI become a viable thing that I very much loved and at other times hated because even with my own equivalent of a renderfarm I’d still have to leave a single image overnight to render because… Well. Light’s a b***h to get right. And oh yeah. Your first renders were never right. So enjoy the tweaking. So most programs cheated unless they had CUDA or it’s equivalent, which is still technically very new, because ‘it looks about right’ is quite literally the 3D mantra.

No wait. That’s Fake It. Stop wasting cpu cycles.

That’s still what it is today, except render times have dropped on reasonable scenes down to a coupla mins if you’re smart, and a coupla hours if you accidentally hit sculpt mode somewhere.

At least that’s what it for the rest of the world! Because somewhere along the line someone went, ‘Hey. You know what. I bet we can make ridiculously resource intensive thing and do it at 60 frames per second because LOL BINARY PHYSICS.’ And then released it. I dunno who was first, but Unreal and Luminous definitely blew everyone’s socks off and made the CGI community declare that their code was really just pentagrams neatly compiled under the guise of C++ and smiley winky faces. Because emogis are a legitimate code form (they should be).

And now , single handedly, is committing his own acts of sorcery in realtime.

So I’d like to remind everyone. is a sorceror. And therefore we should all submit if we know what’s good for us. Maybe our Dark Lord will be kind and benevolent and not curse us and our generations for all eternity.

So I guess TL:DR. Realtime GI is the friggin’ boooosss. And I am in awe.

You uncovered my plan! I’m forced to go into hiding now…
Getting real, thanks for that man, not sure if you know it, but kind of support is , been working my *** of lately both on and studying for exams next month, but kind of comments help to get to 2 AM in the morning (after waking up at 6:20 AM) coding. Sleep is for normies anyway.

I downloaded VXGI branch, and spotted a few differences. VXGI doesn’t seems to capture indirect occlusion from bounced light (but that might be problems on my side), and the biggest difference, a big bunch of VXGI code is locked in a dll. I did the integration directly into the engine, so all the code is there. I will make a good video when I go public (hope weekend), explaining both how to set-up and scene and then going in depth on how it works and all. No point in keeping the AHR code private anyway. While AHR would seem to be running faster, at least on the (really) limited number of tests I did, it’s all to soon to compare. Don’t want to get there yet. AHR has LOTS of things to be optimized, but I’m quite sure VXGI has it fair share too.

One, for now. Like Dakrid said, there’s now way around Git Hub.

Well, enough talk, here are some screens. The last one has AHR disabled, to see it as a baseline.
My system is now an i7-4790K , but the GPU remains the same, a GTX 750 Ti, so timings stayed mostly the same from my FX-6300, at least for the AHR code.
I resized the viewport until it had a resultion that had mostly the same number of pixels than 1920x1080 (it has a bit more actually) so that the FPS are representative of a game running at full screen. My real screen res is 2560x1440


My blur is awful, haven’t even implemented depth weighting yet, and not using the normal interpolation code I made a while back, but wanted to show something, hadn’t posted a screen on a while now.
That are the two main things I need to do before making public.
Even when I go public, keep in mind will remain a WIP, and a lot of things will change.
Will explain all the limitations/problems/workarrounds of the beta on the video I talked about.

Sexxie man!

Fantastic work, can’t wait to check it out.

Yeah! work, cant wait to create great scenes like with your .


(Scene powered with XVGI)

are you not tracing reflections in these screenshots?

those chairs should be picking up a lot of reflection, but they aren’t.

the diffuse lighting is look good, looking forward to having both Diffuse, and reflections being traced.

is great. take your time please. u are doing the world a great service.

Thanks mate. just thanks…

tumblr_l1347xWvzl1qa9yqt.jpg

Well, is it.
Think it’s finally good enough for public beta. It has a lot of limitations (for example, need to re-work the shadows. Only one directional light is supported now, and you need to bring the cascade count to 1. Even then, there is some popping. Like I said, WIP, will explain in the video), there’s a lot of work left to do, but anyway, need to start testing it some time, might as well be now :wink:
Will make a video explaining how to set it up, how it works, what are the limitations, etc, etc, and after I upload it, i’ll make the repo public.
One screen just for show :wink:

! words cannot express how excited I am to test it out :slight_smile:

Well, here it is! All things considered I’m labeling an Alpha release, so keep that in mind
Just follow the standard ue workflow, it’s detailed on the git page

You’ll need to be loged in to download, with your account that’s linked to your unreal engine account
EDIT: is the new link https://.com//UnrealEngine

Clone the release branch.
Also, i’m uploading a video here : AHR & UE4 - Alpha - YouTube
WATCH IT FIRST!
(btw, my spoken English is a bit rusty, so there’s that :wink: . Well, and happens to everyone, but I hate my voice in the recording haha )

is as good as gta5 pc !!!

First… the release of GTA V and now your , yeah! thanks!

!, about to grab it and will post some screens of how I go! :slight_smile:

But. Sounds cute :slight_smile:

Thx for creating , and thx for making it public!

Looking forward to checking it out.
Your english/recording voice is more than fine too =]

Unfortunately it’s been rainy the last few days over here in Vietnam and sometimes the net goes down to 200 BITS/second…