Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Not sure what “cadviz” link you mean. In any case, the link is : https://.com//UnrealEngine , and you have to make sure you are logged in first, and that your Unreal Engine account is linked to your Git Hub account.

Hi ,

is AHR already stable enough to use it for a real project?
Could you please put the setup instructions in the first post? Or tell my where I can find it.

All the best
Dennis

Sorry for the late response, have a bunch of university things to do.
Yeah, I think it’s stable enough. I would suggest giving it a test drive first, see if it fits your needs, as it’s still experimental.
There aren’t much game breaking bugs arround. The most problematic one, and one I’ll look into fixing soon, is that selecting a camera will cause the screen to flicker and even crash. Really need to adress that. The other thing is that VR is not working, and have no plans in working on that atm.
For setup check the video on the first post. It’s a bit outdated (I need to create a new one, but hadn’t had the time), but the base is there. Major changes compared to that is that Samples Displacement does not do anything now, and you can use Movable Bounds, so that the scene bounds follow the camera.
I recommend looking into the test scene and playing with the parameters.

I meant one:
https://.com/cadviz/AHRUnrealEngine

I am definitely logged in to , but I don’t think my Unreal Engine account is linked to my account.

edit: Linked my account and it worked, lol. Thanks.

Not sure where you got that link, but glad to see you figured it out :smiley:

Just wanted to pop and say i’m still alive, just been having zero time to work on AHR latetly. Hope it’ll become more calm in a few weeks.
off

Hi !
I have downloaded Your code from . I’m not a programmer, Just a common user, but have learned how to compile a ready made code in VS to test some new features. I like what You do and examples of Your UE4 modification is really impressive. So decided to give it a try on my side.
So what I have done:

  1. dowloaded it Yesterday from from https://.com//UnrealEngine link
    2.unziped un ran setip.but as admin(download in all is Succeed. no errors)
    3.ran GenerateProjectFiles.bat (all is 100% no errors)
    4.ran UE4.sln with VS2015 (all successful no errors)
    5 But running Engine\Binaries\Win64\UE4Editor.exe I get the following:

I have saved these

log files if needed.

I have searched for the same errors in the net, but nothing similar to my case.

May be I do something wrong, but may be that helps You too.
Would You give me any dirrections
& Thank You!

AHR_Request

Hi;
I wish I can use AHR for my ArchViz work…
I hope people who had used AHR succesfully with [Exteriors & Interiors] projects, to share us there work with instruction & settings…
will help me to make my decision about using AHR or forget it…!! and search for another Real_time Dynamic GI :frowning:

A question to ****

Does AHR support SceneCaptureCube & RenderTargetCube…!!?
I’m asking cause I want to Export RenderTargetCube outside UE4 as HDR… to make panoramas in other applcationns, as shown here

Best Regards

What’s your hardware? It would seem it doesn’t supports DirectX 11 (Shader Model 5).

AHR doesn’t support capture targets currently. I actually disable AHR rendering on scene captures, as it’s not working correctly, and can reduce performance a lot. Not sure if either VXGI or LPV work with captures.

For archviz I recommend using fixed bounds, a low voxel size (really depends on the scene, but try with 10 - 5), and about 64 samples for diffuse and 128 for specular. Performance will be hit, but archviz normally puts more interest on quality rather than framerate. Also try (if it fits the scene) to have a directional light. It’s currently the one that works best. Again, is posible, try to avoid large flat areas. AHR works best for normal mapped surfaces. I say you try AHR on some test scene and see if it fits your needs.
Sorry if I can’t be of more help, really tided on time here between study and finishing my portfolio.

Hi ,

I tried to download at the given address and it seems to return with a 404 Error page from . Is the download still available?
However I was able to head down to address https://.com/ but no AHR Project were visible. I have added
my username to the unreal profile setup. I don’t know whatelse I was doing wrong. Hmmm…

The link is ok (https://.com//UnrealEngine). If you get a 404 error it means that you are not logged in to with an account that’s linked to your unreal engine account, so try double checking it

,

Thank You for responce!

You are absolutely right, it is my hardware fault.

It is too old to support anything higher than DX10. On tested computer I have GTX285 installed.
It is definitely time for me to upgrade hardware.
Thanx again!
Happy developing!

Time for some christmas shopping then :smiley:

Heya ,

only works on PC, right? Consoles are not supported?

The sure answer is no. The long answer is that it could work, theoretically, but I don’t have any console to try. Maybe it works out of the box in consoles, maybe (and most likely) it breaks, but like I said, I can’t test it D:

, have you done some tests lately? perhaps i even try to compile 4.10.1 if it is easy enough to compile.

Can AHR display correctly with longer distance objects too? LPV stops functioning after some distance altogether.

Hey , I did a little stress test of AHR. Unfortunately I can’t seem to upload any pictures to the forums at all, but I can give a link to the screenshot.

Soooo the scene I chose is from an old project of mine that was incredibly hard to light, even with baked lighting, due to it’s complexity, lack of interior light sources, and tiny windows that prevent sunlight from flooding the room. That being said, I’m impressed with how well AHR preformed! Anyways, here are a couple things to take note of:

Uses no baked lighting
Uses a movable skylight instead of AHR ambient light
I used the filmic tonemapper
Whole room has one AHRGrid, voxel size of 8
Diffuse Traces: 64
Scene is at 1080p
Render time is 37ms
DirectX 11
The HighRes Screenshot tool doesn’t work properly with AHR, otherwise I would’ve used that.

And here’s my system specs

GTX 770 2Gb
i7 4770 Quad Core 3.4Ghz
16Gb of RAM

Just updated to 4.10.1, it’s already on the server
Not sure what you mean. Distance is limited both by samples count and voxel size (and of course the bounds). Increasing that settings increase distance at expense of performance.

Looking good, but could you make a scene without AHR to compare? or maybe with intensity at 10, just exaggerated to compare and see where AHR adds

Wow and others… Just wow, you guys blew GI thing right up. is massive.