Realtime Dynamic GI + Reflections + AO + Emissive - AHR

EDIT : You just did :smiley:

So Epic knows how Epic is :cool:
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**** Sweeney retweeted it! What a way to start the morning! :smiley:

, guess I need to work on voxelization performance. Was to be expected

DylserX, are you running Win 10? If so, could you try adding the -DX12 switch? I had a x4 improvement in voxelization time.

Yeh I have tried but there is a known AMD dx12 crash with UE4 in editor atm, i might try packaging a demo and the=n doing it though :slight_smile:

Oh I wasn’t aware :frowning:
No hurry, just wanted to check that.

Its all good, also just saw that Infiltrator was released for free… might attempt to convert that to AHR :stuck_out_tongue_winking_eye:

Been testing AHR on some of Caffeine’s levels :wink:

Also Will AHR work in a stereo view? :stuck_out_tongue:

Wow. Just. WOW. That looks ! Maybe a bit dark, you could try playing with the indirect intensity setting in the light, but still, so . Great job man

Pushed a new build, metals should look quite better now, and also, while is fake as hell, i added a bit of the albedo to the irradiance grid, so now you can see reflections from non-lit objects. The problem is that It’ll cause unlit objects to “emit” their color. Doesn’t work that bad actually, might leave that as a tweakable option.
About stereo, I don’t have a kit to try it, but a guy that had one and wanted to use AHR on his game told me that it only rendered to one eye. Was likely to happen the way i’m doing the render, so would need to look into that. There’s supposed to be an option that simulates VR with a split render, but I never got it to work.

I’m late to the party :wink:

Sweeney retweeted !

I think that we may see AHR in the main branch in the near future! :smiley:

Thanks man, AHR is :slight_smile: sweet will try it out!

Ok so I went and tried the new build in Caffeine, Was mainly testing reflections, looking pretty cool atm really pleased with the reflecting of everything :stuck_out_tongue:

Near instant bakes and no light map uv’s? Goodbye lightmass!

That’s the idea, but remember, it’s still just an idea ;D

It is a very likely idea. Because in fact CryEngine already uses something similar in concept for years. If you want to save speed with bakes it allows for baking background landscapes to be bakes with a simple Flowgraph (Blueprint) setup. They used it fo Ryse.

Let’s say for that level the angle of the sun won’t change. Then with a very simple setup you just bake these mountains, hills whatever and then you don’t have to calculate them real time saving speed and looking good. Real saver on console setups really.

But really, pretty please with sugar on top: Sun Shafts :wink:

A really good idea though. If it works well enough, it could just update as you work on the level and forget about baking entirely.

Don’t worry, I’ll look into it :wink:

That might work. One thing is that the hardware requirements on the gpu side will be quite high, after all is meant for a one time operation in development machines. Mostly concerned with the memory, as it could easily use a couple GB of vram for just ahr stuff. Mostly temporal grids, the idea is that the final sparse octree is quite compact. Will see when I get into it

Hey are you excited about the new Gpu’s coming out in 2016? They’re going to have High Bandwidth Memory and some cards are going to come with 16gb of Memory.

So do you think that High Bandwidth Memory will offer any performance improvements to your Hybrid Ray Tracing?

Also Radeon Cards with the GCN architecture have Asynchronous Compute Units. I was wondering if using that would offer any performance boost? I heard that some people are using Async compute to improve web-browsers, so if it helps web browsers why not Hybrid Ray Tracing right?

where is the test level and how exactly do i set up AHR in a scene?

Edit: found test level

Just look around on the test scene, and also watch video : https://www.youtube.com/watch?v=zNY9_GRw5Zw
A bit outdated, but most the things hold. Most of the changes are to the values, a good initial displacement is about 3 now, and samples displacement has no effect currently