Realtime Dynamic GI + Reflections + AO + Emissive - AHR

You deserve a dev grant, go for it :slight_smile:

Epic should hire him :stuck_out_tongue:

can skip his studies hehe

Should I be afraid of that? :confused:

I totally agree with you :slight_smile:

lol

Don’t fear, go program more cool things :stuck_out_tongue:

I wouldn’t say no to that… :rolleyes:

You are amazing,some developers are trying to do that for years ,great work :wink:

Yep. Epic should hire you and you should be doing kind of stuff 24/7 without worries. kind of thing what Epic needs for their large terrains right now.

Just made first simple test with AHR :).
Pretty good performance: 18ms in debug mode on gtx 660 in Editor.

@ , really aewsome stuff you are doing. :slight_smile:

Could you please add a simple sample project so we can test with ease? I don’t know, anything like a Cornell Box suited with and set to show the features, the famous dragon which everyone uses to test lighting tech, a scene with anything. Thanks !

Will it work if you make the volumes follow the camera?

! Can you show some screens :rolleyes: ?

Sure, will try to leave it uploaded tonight.

Think it should, haven’t tried it…

work ! I have a question (simple question) - tech would work on iMacs/MacBooks?! Our would be like VGXI or LVP?

Kind Regards.

Well, as long as the support SM5 it could work, i’m not using any custom dx specific code, and think that the engine does the conversion to opengl shaders. Please try it and let me know :slight_smile:

I haven’t gotten a to try yet, but it’s downloading now, so soon I will be able to. But in the video you said that currently it only works with one shadow cascade. Has that always been a problem? The shadows look fine in all of your previous screenshots. Did 4.7.x break cascaded shadows w/ AHR or is that a problem you’ve encountered previously?

PS: from what I’ve seen so far, your solution seems to have significantly better specular tracing quality than VXGI :slight_smile:

Yes and no. I was using reflective shadow maps for a while, but now I reverted to storing the lighting on voxels, so had to re-work the shadow system. With that being said, I need to do a good rewrite, make a new pass for the directional ligths. Spot lights can be supported without needing another pass. Point lights are another story, and will take a bit longer.

There’s one thing i forgot.
Wanted to give a big thanks to Daedalus51 , and Wozner for the big help they provided on the early test stages, been testing AHR with them for quite a while now. Thanks guys!

Well, just applied for a Dev Grant. Spent like 15 minutes looking at the Send button haha. Anyway, will upload my test project in a while, the one that I showed on the video. It does have some things broken, but I think it’s better not to hide stuff and send a real demo. I know has a lot to work to do, don’t want to fake it.

Thank you for the answer about Macs , I’ll give it a try tomorrow - unfortunately I have just a MacBook Pro that is a bit slow to compile the Editor hahaha

On Windows it runs really nice :slight_smile:

Hi everybody;
Since I am newbie with UE4 and Visual Studio
I need help (step by step may be) telling how to use the to grab the codes for nice tool AHR…
I did opened the https://.com//AHRUnrealEngine but didn’t know what button should be clicked at that page…
Thanks

EDIT:
I think I had succeeded to download the (AHRUnrealEngine-4.4.zip) :); Extracting it gave me a (Engine) folder & 7 files…
But still do not know what is the next step…!! Shall I merge the downloaded files with the (UnrealEngine-4.4.3-release) folder…!!?
The video posted by **** didn’t tell about that in details… it jumped directly to the Visual Studio screen…

So; a blind man here needs a leader :cool: