[Twitch] Subsurface Scattering and Ray Traced Soft Shadows Demos - Oct. 16, 2014

Thanks for a great stream folks! Given my background as a lighting artist, it was especially interesting to hear what you’re doing with soft shadowing. Very cool.

However, I was upset by 's admission of stereo (thus VR) being a second-class citizen. I’m sure that’s a practical truth, as there are many fewer VR folks than 2D folks in the mix. But I can’t help but pipe up, that the only reason I’ve joined the UE4 subscription is for it’s support of VR. For the first time since April, I’ve cancelled my subscription. I don’t say that to be a petty child, though it sounds that way. I say that because it is the practical thing for me to do.

I was the first person to report that the new SSS wasn’t working in VR. I posted it in forums and in AnswerHub probably 2 days after the 4.5 Preview was released (2 weeks ago?), so it was annoying to hear that didn’t even know it to be a problem.

Given that VR isn’t going away, but will become a larger slice of the pie in upcoming years, I would ask that some testing time be applied to making sure new features work for it. As he said, it may be a simple oversight. So why not test and fix said oversight before shipping? Especially since someone (passive-aggressive-me;) took the time to report the problem 2 weeks ago.

Also, 's quote earlier in this thread, “I don’t think we will spend time on that, dynamic lighting methods are not a good fit for VR where you need super high resolution + 90fps.” This was regarding DFAO, but I’m not clear if it is also regarding SSS in VR. I would ask that you let the users decide if a feature is too expensive for VR. If it is, we won’t use it. But if we are demo-ing on specific-built hardware (say beefy machine for a conference), we may have very good reason to use expensive features in VR. Please don’t make such assumptions for us, unless it is completely untenable.

Sorry for the rant. I know you guys are very busy, and have a LOT to take care of. I just had to get that off my chest, and make it clear that this was quite disappointing for this particular user. And , I’m sorry for singling you out. I don’t want to come off as attacking you. That’s not my goal, I just have my own biased concerns.

Andrew Weidenhammer (aka - 3dLight)

Bloom in directional light properties overcomes that problem but then there is that weird flickering issue with bloom. We either need a better bloom solution or something else in atmospheric fog itself.

Hi there.

I saw in the stream that there is the distance field debug view so visualize the distance fields. Is there a way that we can write a shader to volumetrically trace though the distance field to render volumetric clouds in game? The visualisation looked pretty fast so just wondering if it was possible. I’m going to have a look and see if I can find the relevant code in the source and pick it apart.

Thanks for answering. Fair enough about VR not being first on your list, but I suppose my point was that I feel any new rendering feature should include VR support before it is released. If this is not the way your team wishes to treat VR support (this is fine, I understand there is great value in releasing to most users early), then you should properly warn customers of that. I think quite a few folks have jumped into UE4 because it DOES have great VR support. There’s no denying that, and I thank you for it! But if a new feature isn’t tested, or shown not to work in VR, I think folks would appreciate a warning, so they aren’t subscribing for heartbreak;) Am I complaining that I wasted 20 bucks? Well personally, no. I think the upgrade is huge and more than worth it, but I can’t help but think going forward it would be nice for more communication about VR support on new features.

Andrew

Out of curiosity. Distance Fields are stored in GPU memory or in general memory ?

Page 153. Using SDF for diffuse GI. It’s bit old, but might be worth reading.

Edit:

Paper about optimizing sphere tracing performance.