Unreal Engine 4.22 Preview

You will still need to make it work with 1 card, so it is certain your settings are ok, once you get working with 1 card, then you can plug the 2nd card and fill a Bug Submission Form telling that in your system real time ray tracing works with 1 card, but is missing with 2 cards. Send the log along with submission.

But unless, you can make it work with 1 card, you can’t send any info at all unfortunately.

I have the same problems. All maps of a current project are corrupted . I get always a crash with it. It starts when I disabled raytracing in the project

Do you have Windows version 1809 ? Latest Nvidia drivers? => 4.18 ?

Yes. disable raytrace ambient occlusion and the engine automatically switch back to screen space AO

Hope Epic does sth about it, very annoying indeed.

I have this problem as well. Settings identical to yours except I don’t have two cards. Everything boots fine, seems fine, reports fine in the log, seems to be turned on, but there are no DXR features at all

Appears to be updated for 4.22 now.

https://.com/b/TTAVI7Ny/ue4-roadmap

If the performance of GI is so bad and the noise reduction effect is not ideal, we consider using only RTAO which consumes very little, but unfortunately EPIC seems to merge them. When there was no GI in the previous rendering branch, the excellent performance and good noise reduction effect of RTAO are very expected, but now it is forced to mix with RTGI to reduce the overall performance and effect of RTAO. Performance.

In the current version, RTAO’s CVAS seems to be meaningless.

so uh, preview 3 is totally broken right? because i’m having a “FUN” time attempting to load the Infiltrator project in this version. already submitted like 15 crash reports.

Utterly broken

Glad to see other people are having the same issue with preview 3 (4 hours trying to investigate it). I tend to sway on user error most of the time but after several hours of starting fresh clean projects and activating all the raytrace options, I get a crash every time…this build is no bueno, at least for my current needs. I hope there is a new preview soon cause I was having a lot of fun with it in preview 2 :frowning:
Still not saying its not user error though…here is the crash I keep getting and yes those dlls are present in the engine folder.

Log file open, 02/28/19 23:47:41
LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=126)
LogWindows: File ‘aqProf.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
LogWindows: File ‘VtuneApi32e.dll’ does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: RTX_Testing
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 35 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.391744
LogD3D12RHI: Aftermath initialized
LogD3D12RHI: Loading WinPixEventRuntime.dll for PIX profiling (from …/…/…/Engine/Binaries/ThirdParty/Windows/DirectX/x64).
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogWindows: Failed to load ‘…/…/…/Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll’ (GetLastError=126)
LogWindows: File ‘…/…/…/Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll’ does not exist
LogAudioMixer: Display: Failed to load Sound File dll

aye, my project is corrupted now, managed to get a few backups working but the corruption occurs every time. crashes out on loading the maps

I noticed that the materials for my scene changed before the corruption occured
i’m using parameter collections and i noticed that after using them during run time, they were then set in the editor display. normally the editor would display the default state after play but it displays the last used mat instead.

shame i can’t rollback to preview 2 really

Everyone talks about RTX but what news are from Lightmass improvements? Dont you think that combining baked lighting with realtime gi would be best in performance? isn’t that how Enlighten gi works?

I’ll tell you what 4.22p3 brings to CPU Lightmass - crashes! (and somehow I can’t manage to have 4.22p3 to show existing lightmaps that were built with GPU Lightmass on Android - map comes out pitch black)

NOTE

Click here for detailed information about ray tracing in UE 4.22.

[USER=“9”]Stephen Ellis[/USER] Aware things are very early access but could you please comment on how ‘robust’ current RT implementation is from your/devs end or should be? Just wondering whether or not we should actually be reporting things like VRAM getting maxed out and then making the editor unresponsive, translucency behaving very inconsistent in editor view versus play view etc.

Unfortunately it looks like the version of Blast in 4.22 Preview is incomplete? No BlastEditor or “Create Blast Mesh” in editor?

Has anyone verified Blast Plugin (New PhysX destruction plugin) works in 4.22?

any news on which version we may get lightmap baking with rtx?

This is a bug. It looks like the collection manager isn’t loaded when the filter instance is created so it just fails to perform collection searches. If you close and re-open the Content Browser, then things should work as expected again.

I have this problem when I activate PathTracing … I do not know if it has to do with the fact that the scene is far from 0,0,0