I think so, or at least improve it enough so that it isn’t a deal-breaker.
You did? I would love to see some screens!
I think so, or at least improve it enough so that it isn’t a deal-breaker.
You did? I would love to see some screens!
Yep ![]()
https://goo.gl/photos/F8KNBhWDbAKUpXWj6
I didn’t show Infiltrator because it’s harder to tell.
BTW, in terms of the main GI, is more than one bounce feasible for high-end systems?
is really a good new :)…
Can you please share tips OR settings for the “Realistic Rendering” project !!? I was waiting for such new a year ago…
So, forgive my lack of know-how on , but as well as being faster in terms of render-time, would algorithm make AHR more VRAM-efficient, or is it purely voxelisation density that impacts memory usage?
I’m pretty sure I just used the default settings for AHR, except I put it’s AO at 12-15 due to it seeming to need much more AO than the default slider allows.
To UE4 devs: I sincerely feel that AHR deserves to become an official part of Unreal Engine 4. It’s very nice and I’m willing to bet it will translate well enough to console systems which I believe was the hangup before with other GI methods.
Did you remove static lighting from the scene?
No, static lighting is still there.
Here are my settings for , the only thing I changed other than these is I disabled the level’s Ambient Occlusion that it normally uses and then made sure it wasn’t using screen space reflections: https://photos.google.com/photo/AF1QipOqR6HOKOkScEcbr9x9-RWTZrIiSnxqKfjeH_2Q
It won’t really, if anything it’ll make it a bit higher because of the extra render targets, but you are correct, the main thing is the voxel grid, by quite a lot, so in practice it wont make much difference.
I’m sorry, but are you sure that you disabled SSR? Cause that screen shows SSR, AHR can’t produce reflections that accurate.
Also, from what I gather on your next posts, you are using it only for AO right? For a light to cast GI you need to enable it on the lights settings.
I really need to make an updated video with the proper set-up. If only I had time ![]()
And I think I just did that (the jittering part) ![]()
There are a few more things to fix though, but I think the idea is there.
Indirect Dispatch is a way to dispatch a compute shader specifying the number of threads directly on the gpu, and I need that to dispatch the trace threads without doing an expensive CPU-Sync to get the number of pixels to trace. It’s actually quite similar, but I’ll need to do the changes.
Overall, really excited ![]()
Yeah, that looks great! ![]()
Holy ****, that looks unbelievably stable. is incredible work.
I just double checked. SSR is disabled. The only thing that could be causing those reflections is AHR, I’m just as confused as you if it’s not supposed to be able to do that.
AHR Settings_Realistic Rendering Project
@Swartz27;
Your above statements and screen shots (especially the Realistic Rendering one) had encouraged me to download and build AHR once again after a year from today…
Here is what I got when I open [Realistic Rendering Project] (with default AHR settings, I didn’t touch any thing)
Unfortunately; using your AHR settings (shown in the image you uploaded) has no effect and didn’t give me the same result as yours… ![]()
In My image, it looks like there is high exposure OR bloom…!! Disabling or reducing any (OR both) of them brought me to loose all the shadows, moreover the AO…
I hope (if possible) you may spend some more minutes to check again if there was any other setting modification you forgot to tell…
Thanks in advance
Hi, I checked again. At the very least it is affecting my AO, but perhaps not GI.
I forgot that I had set up 12 indirect lighting bounces for the lighting and rebuilt the lighting. Thats the only thing I can think of. Unless screen space reflections can be triggered from another location then it is definitely disabled.
As for exposure, I don’t believe I touched it, but I’m also on a 10-bit monitor which might be why it looks fine to me.
Hi @Swartz27;
Thanks for your time :).
your statement (and rebuilt the lighting) explains why you got a decent fantastic rendering quality…!!
I understand AHR is created for GI and to get rid of building lighting in UE4… and you used both methods together!!?
I wonder why you think about AHR since you decided to rebuild lighting…!!?
Thank you again
is music to my ears. Especially when it comes to pushing VR quality, you’re kind of stuck with baked lighting if you want quality, so the next best thing would be a system that can intelligently update light-maps when needed in realtime or semi-realtime… Assuming you have a situation where large changes are not too frequent but do need to be supported.
I asked the Nvidia folks about doing it a while back and the response wasn’t favorable. They may be a team, but they also operate under a different set of rules and constraints that can be a hindrance.
Sorry to hear about the Internship, it’s definitely not the only valid path. It kind of depends on what you’re hoping to do, be your own boss or work under someone else’s strict guidelines. As long as you have a passion for what you’re doing and the time to do it, you’ll get to where you want to be. Having someone ship their game with your system for example might mean more than getting an internship with the right people, depending on the game.
Either way good luck and looking forward to hearing more about your progress/experiments.
Hey , I hope you’re still working on ! ![]()
Hey, sorry for the late response.
I’ve been extremely busy lately. I do plan to continue with , but it’ll be at a slower pace than before. I have a new project that came up and will take priority over , so while I’ll keep working on , it’ll be on the backburner for a while D:
Still, I aint going anywhere, so whatever questions you people have ask here and I’ll try to answer as soon as possible.
Hey @
Please;
I’m repeating my request to upload the interior project shown in the image… ![]()
Guys; had anybody tried AHR with an exterior / interior scene and got a decent reasonable rendering result…!!? please do post your images… thank you all
Ask questions alright let’s do that. I found video from your channel. It was a pain to find since it wasn’t in your uploaded list.
So what is edge ray?
Hey, sorry for the delay, have been extremely busy. Will check if I still have that scene
Oh, ignore that, was just playing around and made that video to show a friend. Just some tests with blender
EDIT: Actually, I’m curious, how did you found that video ? Cause iirc I made it link only (it was an inside joke with a friend about and idea that never worked out), so, hacker detected
?