Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Grats to 500 posts!
I will try thing ***** out today :stuck_out_tongue:
Wish me luck on installing it :3

EDIT:

Yee i failed at installing engine :confused:
Gosh it just says failed to launch after switching engine.

is surprising Epic not digging real time GI lightening and not beeing interested on a solution (like Cryteck proposes), is strange really.

If you are a Triple A company can implement themselves, if you are a realistic indy developer dont need .

Erm…of course indie developers want real GI. It’s one of the main features UE4 doesn’t have.

Like I said, I haven’t even asked them about integrating AHR into the main branch (because I don’t feel it’s on that level yet), so it’s not surprising really.
For now I don’t have planed to reach out to them on that aspect in the near future, but maybe after a few more months of development? Who knows

What was the problem? Care to provide some more details?

I downloaded the care pack.
Clicked the setup batch.
Let it do everything.
Clicked generate project files batch.
Let it do its stuff.
Then i renamed the whole folder and moved it away to a good spot.

Right click on my project.
Switch engine.
Rooted to the engine.
Clicked it and launched the project.

Error messages comes up: Failed to launch.

End of story :c

Am i doin it wrong?

All indies using CryEngine use real time GI, because it is fast on average computer and available.

They might use it, but do they actually need it? Important distinction.

Did you compile it? You need to compile the engine with Visual Studio 2015 after you download from . There’s only the source code on , no binaries. Follow the instructions on the repo site https://.com//UnrealEngine , where it says “Getting up and running”

Well in my position, I would need it. But for now I have to quadruple my work needed to get accurate lighting in a semi-dynamic world with day to night systems. Work that takes a lot more time because I have to create five different levels of interiors for specific times of days. Then having to copy all the assets from the base map so things can bake properly, even if something is dynamic. So yes, its something that is needed from a design and production standpoint. Alas I chose UE4 not CryEngine, which I very much prefer. It’d be nice to have polished real time GI that has been around for the past 4 years, but beggars can’t be choosers…or however that oversimplified saying goes.

So yes. Indies do need it. From a production standpoint, its VERY MUCH NEEDED.

I REALLY want to utilize the VXGI UE4 engine, but no matter what I do I can compile all the plugins I use, so I’m stuck with look at how pretty and functional it is, unable to convert/update my project with it. :confused: I just can’t figure out how to migrate with all the plugins into the 4.12 VXGI.

Understood. I read it and i will follow that tomorrow. :slight_smile:
And i will post all errors i have here back. Thx for the help im a nooby at VS… :confused:

Good luck! And do post here whatever error you have, will try to help

Same for me, GTX 670 2gb here. Can only get maybe, at most, 10-15 seconds in before it crashes the video driver. Latest nvidia drivers.

Anything i can provide you with to help pinpoint the?

Ok, that’s odd. Think you can run it on the visual studio debugger (not building a debug version, just open the UE4 solution and press f5), and post a screen when it crashes?

I will see about getting one done weekend.

Call stack:

Output log:

The timeout messages in the output log makes me wonder if they might be TDR delay timeouts? I’ve noticed several apps have had TDR issues in Windows 10.

Hmm, will look into it further, but think I’m getting a resources leak somewhere, probably some render target that isn’t properly destroyed. Think you can try running with gpu-z or something like that, to see if it’s running out of vram? EDIT: Now that I look at it a bit longer, it seems more strange, cause it’s failing cause it looses the device. That’s odd indeed.

Also, in other news, i’m going to shift focus a bit for the next couple weeks, cause I came up with a few interesting ideas that I want to try regarding baking using AHR. Plus if it works correctly, the reduction in bake times is something anyone can take advantage off. And I’m also playing with a few ideas for semi-dynamic (movable lights) baked gi
Hope to have some more news soon…

Excuse the idiot but dosen’t that defeat the purpose of AHR a real time GI? Or is for allowing a high quality baked version with fast bake times.

Not idiot at all, you are quite right. The idea of AHR is real-time dynamic gi, but I just wanted to play around with using it for, like you said it, high quality version with fast bake times, and low runtime cost. Basically, using AHR instead of lightmass (and plus that idea to get partially dynamic bake, but don’t get too excited about that yet).
In any case, consider a pet side-project. It may become something useful, it may just not. Still, got a few free weeks that I want to spend trying :smiley:

Sounds cool personally here for dynamic GI but lighting is lighting go for it… Would partially dynamic bake work similarly to enlighten?