Double posted//
Ah the one 2 build before that (that makes it 4.9 I guess ? Or 4.8 something ? )
Also GTX 670 MX is the GPU.
Could you make a profilegpu? Expanding the AHR options, I want to see something
Touched nothing. Just opened the scene with latest AHR build and took screenshots.
Also are we able to package the projects ? I want t try it as a standalone application after packaged.
EDIT: I just did. Performance remained the same though. Still felt good
Raytraced gi???
I didn’t read the full tread, but you guys did a RAY TRACED GI what I can download from ??? :o
Great, but actually I wanted to see other part of the profile gpu ^^
Expand under Lights -> Direct Lighting -> Shadowed Lights, and there you’ll see more AHR markers. Please take a screen of that
Strange, everything seems to be correctly. Odd you didn’t experienced a performance improvement, cause using one less ray cuts a bunch of the frame time ( 3.85 ms in your case).
Most likely you were comparing the new version with the one after the 1 ray cut.
Anyway, just wanted to make sure that the temporal filter wasn’t getting in the way and causing a performance drop, but seems to not be the case. .
Working on some performance improvements now, will have more info in a few days.
I was using Moving Bounds. Maybe it’s trickery ???
Still you sound satisfied so… all OK I guess ?
Never mind, I had just confused myself. Ignore me from time to time
I found out I made a ray tracer Path tracer hybrid? Really Nice and fast results for a ray tracer/path tracer?
yeah I found Out I made a ray tracer path tracer hybrid? really fast and nice results with Extremely low performance cost. 0.3mb’s at 25% cpu usage (2 core only 4.0ghz OC). render times around 1 minuet, or two, for full GI, Just lighting/full reflections/PBR. 1<minuet. The reflections Are multiple bounces, also does not use voxels, or any speed ups such as gpu, or cosine weighted BDRFS.
Ahr is growing so quickly ,I can only say wow and thank you for doing all of ,I hope ahr will get merged in the main branch
Thanks! I hope so too.
Can you please take a few minutes to write calmly and explain what is it that you want to say? I’m sorry, but I don’t really follow you
I’ll post my Giant thing here in a second. I have been trying to render something I have been getting some glitches
Ray Tracer (With Path Traced GI)
I decided to make a ray tracer (kind of because was not getting what I was saying. An I wanted to. :P) Now I have slowly developed it. It can now do GI, Ao, Pbr, reflections, and some other things. I made a function that did AO (once most of my phong lighting, and shadows were done.) Then I transformed the function into a type of path tracer for GI. Up until point it took under a minuet to render with no GI.
EX: p.s. picture doesn’t have GI
Most of my GI was simple and off by a bit. Now After getting the equations more refined I have a better GI system. With no speed ups, or use of a graphics card. I have it rendering in a minuet or two. It only uses around 3kbs of ram and 10% of my cpu’s power. The GI is a little fuzzy depends on how much fuzzy’s you wan’t I can make it almost none, or a lot for effect and smoothness. None of uses voxels. The final thing uses 5kbs of ram, 25% of my cpu
EX: p.s. (Most of these are sideways planes, Because of I am having shadowing errors.)
Here’s just the GI ( I think three Sample Rays) around 1 minuet. I’m getting minor GI errors because of exposure problems and also because of all the green that’s in the scene.
P.s. I’m showing you because you partially inspired me to make a ray tracer/path tracer! Hopefully it will turn into a full engine, or is implemented into unreal engine 4.
Looks interesting, great to see that I inspire, even partially, people to get into subject. Lots of cool stuff to do
Back on topic, I’m working on improving the voxelization time, mostly with CPU side optimizations, reducing state changes and similar
Looking great so far, just trying your latest build now , the last compiled build i had going would not package without failing, going to try one see how it goes, since i looks so nice!
Hey , did the full reflections demo with AHR now tweaked and re-enabled the albedo just for scene as there are many reflective parts
Hi thanks for addressing the crash with the voxel size. As for your question I had around 30-40FPS in the simple FPS example on the 660 GTX. BTW I just bought 970 GTX for my GI experiments so will play with all the GI stuff a bit more