Oh I see haha. Yeah, a small freeze when enable the lights it’s a bit odd, but understandable. What’s your system specs?
Gpu: AMD R9 270 2Gb
Cpu: AMD Phenom II black edition x3 2.8Ghz
Memory: 6Gb RAM
I got pretty good fps in your level:
- 60fps in normal mode
- 40fps in fullscreen
. It might be something with the ram, will try taking out a few sticks on my computer when I get home(rocking 16gb back home ;D). It’s a big freeze, like a minute or more like a few seconds?
16 Gb-nice
It is something like 20 to 30 seconds.
Ok, that’s problematic, will try to look into it.
Sorry I have been away, dealing with academic work.
Can I ask a personal request from everyone ? Can you use forums own “Attach Picture” function instead of imgur ? Imgur is banned in Turkey recently, thus I can not see your results directly. Thanks.
Had no idea, sure. I do tend to have problems uploading with attach picture.
pls no attach. use abload.de
Or just use puush, you can take and upload screenshots with one single key press
Took me 2 seconds to create that screenshot
Don’t you have a Drive or Dropbox account?
I love how drop box will auto save a print screen and I don’t have to paste it into paint.
OK. Redownloaded AHR. Redownloaded the Test Level. It is working now.
Now it wokrd I wanted to try “Blueprints” level one more time. Still very low FPS but at least seems to be working (I think ? ) I think that level is not a good one try it out. Maybe I should stop testing AHR there. Or someone more knowledgable than me should try ?
Well whatever. “Preintegrated Skin” material seems to be working, though it seems I lost some reflection in other places.
to see that’s working correctly for you. Yeah, blueprints seems to be a complex one. I’m working with it, getting there, but still needs some more love.
BTW, improving the blur a lot, should be on git by the weekend. Looking quite better and performance is about the same as before.
EDIT: Also, it would seem that the material editor is crashing again. Guess I’ll need to fix that one eventually.
Another bug I’m aware off, is if you use a lower screen percentage or you resize the editor window, making it smaller. If you do that, you’ll see that everything get’s quite distorted, it’s because a mismatch between the render targets size and the viewport size. Been there since last year. I have a workaround, that consists on forcing the engine to recreate rt on resolution change, but have it disabled it cause it screws up the editor UI performance. Should probably make it a cvar though, at least so the user can choose wheter to enable or disable it.
Hey guys, update.
Pushed a new commit to git with the new bilateral blur. Performance is a bit lower, but it preserves edges, and that makes it look quite better.
It’s on by default now, but the cvar its still there if you want to try it on/off.
Hey . I tried AHR with Particles Level. You know the one in the snowy cave. Since the reflection is gone all the ice materials was broken so I stopped. I just wanted to drop a note here.
So I guess I will wait until your next “grand” update for further tests on AHR. Or if you have any specific things you want me to test you can drop your requirements here.
Thanks for the hard work as always. Hope turn into “The Great Thing Unreal Always Needed” (There are a great many people that hates light baking including me )
Sure, I’ll let you know if I need something specific. Thanks for the support!
About the reflections, while they are still broken, at least now they are showing. I had disabled them by mistake, fixed that on the commit I pushed earlier.
Fixed the material editor bug! Just disabled AHR on the material preview. Was broken there anyway. Also managed to disable AHR on the UI and thumbnails, that it was the cause of slowdowns when scrolling down the materials and similar editor UI stuff.
Also added a workaround for a bug with the render targets. Haven’t fixed it, but at least now the workaround is not that intrusive. Even dynamic resolution is working now! The only thing is when you select a camera on your scene, you’ll get swarmed by log warnings about render target resize. Should disable them if AHR is being used for as long as I use workaround. Still, not really a problem.
Only big bug that remains now is the broken reflections.
Wow, that is great news now I say Fast as always
EDIT: **** LaTeX !!! Who invented piece of junk ?!!? How in da bloody hell became the standard of paper writing ?!?! Who let that happen ! I have seen physical typewriters easier to work with !!
Sorry for the radio silence guys, been a rough week, but somehow I managed to do :
Once again, look the image carefuly
Should be on git by tomorrow, will let you people know.
out.
Ok, need to run some more tests, but it would seem (EARLY, EXPERIMENTAL RESULTS FOLLOW, TAKE WITH ENOUGH SALT TO CAUSE A HEART CONDITION) that DX12 makes voxelization about 4 times faster. Had the feeling it could help there, and it’s quite to see that improvement without actually changing code.
In any case, it doesn’t always translate in better fps, and profilegpu returns some strange stuff, but quite ! And should only get better as Epic polishes DX12 implementation.
I still have a few big things to do to improve tracing performance, but after that, the bottleneck will be on voxelization (depending on the hardware/scene, it’s already there), so any improvement there is more than welcome.