Guys, sorry for the lack of updates, week and the next are (and will be) really tough. University is taking all my time. Should stabilize after next week.
It’s one year now since I started thread (and also, we broke the 1000 comments bar! ).
Just wanted to say it’s been an ride, and can’t wait to see what it ends up in.
is gonna sound corny, but **** it, I’ll say it. I’m really grateful for all the support, even when I lag with my updates. It helps. For real. You guys are <insert claptrap high five here> !
OK, so enough sentimentalism! Managed to catch a tiny break the other day, and improved blur quality by also using normals, but performance really needs a lift. It’s taking more to blur than to trace, and that’s just stupid. Will see if I can improve that with shared memory. Man, blur may seem like the easiest thing, but I always have to fight with it D:
I’m working on an interior Archviz project, as a start I used your AHRtestscene,but unfortunately got strange result…
The scene in the image looks good for me… I think it would be helpful to me for study & start with…
I hope you have the time to upload it…
Something tells me Tan_ likes anime gifs. lol sorry had to. Now off to destroy UE4+AHR with my Titan X. I love card O_O and AHR makes everything so much better >_< \m/
Hey quick question. If I have a large outdoor environment to use AHR in ;like say a small city block; should I just cover the whole are with a single Post Process + AHR Bounds and then just click “Movable Bound” with let’s say 30 meter size ? Would that be enough or right ? Thanks.
Also I am burning through tutorials one by one. I’ll start my project not far right now. Will be looking forward to use AHR
TBH, movable bounds are working funny. The thing that’s for some reason setting the voxel size is not working. It get’s fixed at 10. In any case, what you need to do is create only one post process volume, you don’t need AHR bounds (at least that you wanted them for a small internal scene. For example, when entering a building you could make a bounds so you get more precision an less memory usage), and enable movable bounds in that volume (under AHR settings).
Another thing is that movable bounds cause jitter, because as you move around some voxels pop in and out. Will fix that (eventually). It’s actually easy, just average with the prev value of the grid, so the transition is smooth.
EDIT: Have exams next week, so don’t expect much news from me D:
Well, did some more black magic with the normal interpolation trick, and managed to reduce one direction.
As I’m tracing one ray per direction, translates to 1 less ray traced (just 4 now) and two less blurs. That’s like a 1.1 ms save (0.36 ms for tracing and 0.72 for the two passes blur. Funny fact, tracing a ray takes the same time as blurring the texture) on my 970 at (around) 1080p, but on lower end gpus should help even more.
Quality is about the same (at least I can’t really tell the difference).
Hope I didn’t broke anything in the process though, have the feeling something might be off… Maybe not. Anyway, try it guys.
Next update will be temporal filtering. Currently i’m using UE temporal filter, but as that runs after my stages, it runs after the blur. Will add a temporal filtering stage that runs before the blur. Should help reduce artifacts. Also, some flickering in the reflections is caused cause UE moves the textures 1 pixel on different frames to get the temporal aa, but that’s designed to run at full res, and cause I’m tracing at half res, it doesn’t really works. The half res temporal filter should fix that. Also have a few ideas for the reflections upsampling, but that’s for another day ;D
Sorry for the double post, but I would like to suggest updating the original post.
It’s kinda outdated and it would be nice if everything would be up-to-date including a direct link to your repository and new screenshots for example.
Ok people, new commit.
I hacked the temporal AA shader from the lightshaft rendering (don’t ask. It was the only pass that did what I wanted), and managed to apply it before the blur passes, and for reflections.
It looks really good. All the flickering on the reflections is gone. For diffuse I have it disabled, as it causes trailing artifacts. There’s a cvar called AHRUseTemporalAAForDiffuse that enables or disables it (for diffuse. For reflections is always on).
Give it a try, it looks so much better now, reflections are really really stable. They look a bit more blurry, but considering voxels aren’t really a “fine” representation of the scene, it’s actually better.
Next update will be a rework of the tracing algorithm. Hope to improve tracing speed even further.
Hi just wanted to say GREAT JOB . weekend I finally had time to go through and compile all the GI solutions for UE4 and AHR is the best one atm. VXGI looked the best but I had 4 FPS in editor on very simple scene and once I tried to launch it just crashed the NVidia driver BTW I am on GTX 660 which is quite far from today’s modern GPUs. I also liked how modifyiable the AHR is, compared to LPV/DFGI you can tweak almost everything in AHR. It crashed once on me when I set the voxel size too low, actually it crashed the NVidia driver same as VXGI, but other than that its smooth sailing.
One question though is there a possibility to set the intensity separately for emissive materials without affecting the lights intensity?
I will try the new commit as well, keep up the great work.
Thanks man! Really appreciated.
The crash was probably cause you ran out of vram. Need to add a check that limits the grids to the vram, so it doesn’t crashes.
About the emissive, you can do it two ways. First one, increase the emissive intensity directly, in the material(make a color that has components over 1. Ahr supports hdr for the Voxel grid, so don’t worry for the range, as long as you keep it reasonable.). The other way is reducing the intensity of lights and ambient, and increasing the overall intensity.
What frame rate are you getting with your 660?
Great video! One thing that I should mention, is that currently ahr doesn’t make the reflection smoother as the roughness increases, they are sharp, unless you have normal map details that break the sharpness. Supporting roughness is in the works.
If you have any doubts setting the scene in AHR, let me know
Hey tried out your latest build. Fresh download and install. Reflections feels… much better. Performance is roughly the same or maybe a tad better (honestly didn’t measure ) I can provide intel or screenshots again if you wish.
Great work mate.
EDIT: OK I measure it. I get +1 FPS something with better reflections. While playing at as “Stand Alone Game” in 1600*900 resolution.