One question is, can RTAO not be used alone now? RTGI consumes too much, but the previous RT AO performance is very good, but now it can not use RT AO alone, it seems that it must be used with RTGI? There’s no way to use it independently?
Can confirm. Depending on scene complexity VRAM fills up and once it reaches near max. levels the editor becomes a slideshow.
I’m struggling to get RTGI to activate within the editor. Am I missing something?
UE 4.22 Preview 3, latest nvidia drivers, starting the editor with “…UE4Editor.exe” -dx12 flag, Output Log confirms its running DX12 (Chosen Adapter D3D12 Adapter Id = 0, The system supports ID3D12Device1.), enabled the skincache and raytracing in project settings previously already, via Console I’m changing things like r.RayTracing.GlobalIllumination but absolutely nothing happens. Also changing any other value via console has zero effect.
Any thoughts, breadcrumbs to lead me in the right direction, would be much appreciated!
(I have two 2080 TI in this machine, so should be plenty of raytracing capability.)
The UMG Editor Widget looks promising for a few things but it would need some new palette items like a SPropertyEditorAsset dropdown or something like that. Basically a way so that you can specific the class of content you want the user to be able to look for and allow them to search the content using the dropdown.
The Preview 3 does not support multi-GPU and also we didn’t get a response from devs if the engine will support multi-GPU at all. Try removing one card and see if it works with your settings (it should).
When we have 4.22 with Released status it will have realtime raytracing as Early Access and note that it might not yet work as certain conditions/use cases (ie. Landscape not affected). We just need to wait they finish the 4.22 and get a list of what is to be still developed to complete it.
This happened to us too.
What is crash log saying for you?
For our project it seems to be related to UMaterialParameterCollection.
I remember seeing that on the crash log aswel… Since the other 3 maps had the same landscape with the same group of assets on each, there was no possibility the issue were with the assets, so the thought that the 1st map was corrupted somehow came to my mind. I just replaced it and the issue was gone.
I do use MPC in a material with an Actor blueprint.
At the time I have the 1st crash what I did was just change a project from 4.21 to 4.22 and I didn’t delete the Intermediate folders previously and I do think leaving the previous Intermediate folders are contributing for the crash and corruption. I need to test this more and try to replicate this.
Just removing intermediates dont solve issue but might prevent it. Problem is also there after cloning the project. So problem is saved to map.
Thanks for you answer!
I’ve removed the second GPU, but that didnt resolve the issue. I’ll do more digging, maybe the fault is somewhere in the system…
If you were using the 2 cards with any other 3D application and have configured SLI in the NVidia Control panel, put the 2nd card back, remove the SLI configuration in the NVidia Control Panel, remove the second card (the 2nd card is considered the one not in the 1st slot closest to the CPU), test again and let us know your findings!
We have two scenarios left with 4 variations each, and this is what I am trying to detect testing with other projects with and without use of MPC on materials or blueprints:
- project 4.21 -> 4.22 preview 3 (without removing Intermediate folders) + with MPC on materials only + with MPC accessed on blueprints + with both MPC on materials and blueprints
- project 4.21 -> 4.22 preview 3 (removing Intermediate folders) + with MPC on materials only + with MPC accessed on blueprints + with both MPC on materials and blueprints
and since we don’t have any project left converted to preview 2 (they were left out of our scheduled backup), we can’t check the conversion from 4.22 preview 2 -> 4.22 preview 3 anymore.
We are still digging.
Hi Kneebasher,
The issue should only be present when UE is in preview.
I agree that we should probably find a better way to let users know that they should update their plugin instead of this.
For the time being, Datasmith plugins must be updated and inline with the Engine.
You can update your plugin here :
Cheers
Has anybody been able to cook a project using RTX. We have created a test scene, cooked in developer mode, using -dx12 to run the executable, but the raytracing is being disabled. Anyone else had this issue. Thanks.
This crash was identified (UE-70367) and has been fixed for the next preview.
Were there any changes to behaviour trees? None of my trees work properly with 4.22 and I have a hard time figuring out why. Seems to be related to some difference in observer aborting things, not sure if there is a bug or some intended change.
Works fine for me, but AI performance seems to be worse than in 4.21.2
Anyone else getting the above trying to convert a project to preview 3? I have no issues with 4.21.2.
The system was never configured in SLI, the two cards were mainly used for GPU rendering - so I’m afraid unfortunately this shouldn’t be the problem either … I recognize though that Unreal still finds a second D3D12 adapter, even though I took the second card out. Now the second adapter is labelled: Microsoft Basic Render Driver. Is that correct?