Hi, I dunno if it will be usefull to know, but I`ve tried your demo, and video driver has crashed, 10 form 10 repro-rate
I7 660Ti Latest Drivers
Well, got back to work on the demo scene.
BTW, pushed a small commit. Now the last lod level is properly used for voxelization, so that it works on less geometry (it was implemented earlier, but it wasnt really working). What I recommend is creating a really coarse model (taking into account how small you plan to make the voxels) and set it as the last lod with a small screen percentage (so that it’s not used often in the scene. way you can get away with it looking odd). There’s no noticeable difference in quality, as the voxels are big enough normally to kill small details, but the difference in performance is significant.
That it’s odd. Does the engine crash too? Also, when does it crash? At startup, or when pressing play? It may be related to that project being quite old now, but not sure.
Still, it shouldn’t happen. Please give me some more info if you can so I can look into it.
It is not a project fault, I`ve tried on new one, and it is the same, crash is occurs when I change a AHR checkbox in PP, or if I do Voxel size modification inside PP
Engine crashes also but witout crash report
I think your card ran out of video memory.
Well, today I finally got to work again on the demo scene. Not much for now, it’s mostly the same as before, but will take more shape in the next few days
I also played with a 3D scan from Sketchfab, but even after a painful day of retopo and uv-unwrapping I’m still not really convinced of the results. At least Quixel is so fun to use you don’t really care if it actually looks good

Hope to have some more to show soon.
Does the project opens at least? It should have AHR enabled by default (the demo project), so does it work until you change something or it just crashes?
Maybe, but think the 660 Ti is a 2GB card, and I’ve tried it on 2GB cards without problems.
Yes it s 2 gb card, and project is working fine until I change something or move to the building area(it works fine with starting point near chairs)
Thank you:D:D:D:D
Before I upgraded to my Titan X (yay for bday presents) I had a GTX 660 SC 2GB and it worked really smooth as long as I didn’t go insane with a lot of meshes and foliage. Though I would recommend a 4GB or higher card if you can afford it. Been using AHR for a while and it’s just better and better. Also when you get a hit me up on Skype wanted to ask something.
Hey people, sorry for being out of the radar, but been extremely busy with university last few weeks. Will see if I get to update AHR to 4.12 sometime week.
In any case, not much to say, but just wanted to let you people know I’m still working on , when I can D:
Hope to have more to show soon
Good to know, take it easy with the university ****** works! Cheers!
Man i realy dig ! I hope we can get inbuild to the engine soon. We realy realy need it!
I’m very impressed. work of yours is magnificent and imho must be finished, polished and merged. I’m going to play with it a bit, check out what it can do and what it can’t yet, and I’m totally wish to contribute my time. LPV is a nogo (imho: directional light only, 1 bounce? It’s not enough), VGXI is dead (? latest version supported is 4.6) and Enlighten costs like a spacetrip and, basically, unavailable to us, humble indie.
I don’t have any experience in UE4, but I have years of software development exp and even some patches in Kernel, so I think I may be helpful. Going to look through your commits week. Also I’ve made a skype contact request.
thought i should post .
http://www.sonicether.com/segi/
been following the unity thread for quite a while. voxel based technique provides unlimited bounce and has great results.
Hope is okay for me to post it, .
Maybe would spur abit of motivation/new ideas?
Thanks! Didn’t get the skype invite though, just in case the username is pachesantiago (hotmail.com)
Yeah, saw it a while back. From the look on the screens is voxel cone tracing, with the same trick as VXGI to get “unlimited” bounces by reusing the prev frame voxel grid to accumulate bounces on the filtering stage. It’s not really correct, but works well enough in most cases.
Still, looks polished, didn’t knew the guy had continued working on it. Performance seems a bit problematic though, 45 - 60 fps at 1080p on a GTX Titan is not that good, but it’s still an early alpha.
Hey everyone, quick update.
The update to 4.12 is now done, so will do a few rounds of testing and upload to git. Will try to slip some time from study ( ) and have it up by the weekend.
Thats great! :3 Is there a to get an easy install for ? And could break projects when going back to a normal version of the ue4 engine?
How far is AHR for submission to EPIC? does EPIC have made some comments about AHR to you ?
VXGI isn’t dead, in fact it’s supported up to 4.12. The problem is that they have the branches organized by version number. However, they started doing that AFTER 4.6. So, the branch that just says VXGI is 4.6, but after that there are branches labeled as VXGI-4.x.x. They also don’t have any of the other branches organized in that way, so it’s rather inconsistent.
How is it? Im looking forward to soon. As i hope it gets more stable and easier to install :c
Hey everyone, I’m back! Finally finished with exams so i’m free for the next few weeks.
Pushed 4.12.4 today, and will see if I have more news soon.
It shouldn’t break anything, but you never know. Install should be the same as before, if you have the prev version, just pull changes from git and recompile, otherwise clone and compile.
About stability, it’s something I’m working on
No comments from Epic yet, but I haven’t asked them about AHR integration. Still think it needs more polish before moving further in that direction.