Unreal Engine 4.22 Preview

Yeah, I saw the announcement. Nice!

It will probably coincide with OTOY officially announcing Octane/RNDR / realtime raytracing [in-editor] support. They posted the slides for their presentation next week and said that the integration is launching this month. https://youtu.be/c-hevTZA_Xs?t=488 (rest of the content is interesting as well, but will be better with Jules).

DX12 mode launches fine for me with my 2080ti. I never tried it in preview 5 or earlier though.

Remove -dx12 from the shortcut, launch, let shaders compile, close and readd -dx12 parameter to the shortcut.

how can i do ,get the “path tracing” mode effect in “lit” mode???

Hey, how about this issue https://answers.unrealengine.com/que…iphone-xs.html , will this be fixed in new version? It’s a real headache and it issue exists more then a year :frowning: It’s a pain to work with iOS - debug build works fine but shipping crashes in random places, in logs we can see that app crashes in std::string dealocator.

Worked for me, thanks.

Reported a bug where a supposedly non-16 Bit wav-File crashes the editor on import instead of telling me that it is non-16 Bit, which 4.18 and 4.21 does.

It actually works, i could activate RTAO only, it just doesn’t look like u would expect for an usual AO…objects get a very light and soft shadow near contacts. Then if u enable RTGI it also enhances shadows and i guess this is how should work…For my understanding of real life shading i guess AO doesn’t even exist, i mean everything should be handled by GI ( indirect lighting is the deal)

Is still working?

That looks like an iOS problem rather than a UE4 issue. As that thread says, if you simply wrap the STD allocators to use UE4’s memory management the crash disappears (which means the basic std allocators are bugged on that hardware for some reason). See gigone.lee’s answer in that thread (and he even kindly posted the fix here).

That’s correct. AO is basically a fake effect.

For Prview 6, the shader must be compiled in DX11 before it can run normally in DX12 mode.

Moreover, RTAO has a problem in this version. The maximum distance of light in RTAO seems to be very small. Only part of AO can be seen in some detail areas, and this distance is not affected by RTGI. Perhaps it is for independent AO and GI to split part of their content, and then forget to add tracking distance for RTAO? In short, the tracking distance of RTAO becomes very small, even close to SSAO, almost invalid.

It would be great if RTAO and RTGI could be separated independently. After all, RTAO is more cost-effective than GI in some scenarios.

It seems that Prview 6 has solved many problems, including the disappearance of translucency and the flicker of Msak material. Looking forward to seeing HISM and Folaige in 4.22, or hybrid rendering solutions (such as CSM + RTShadow complete HISM, Folaige, Mesh, etc.), that’s great!

Rect light and raytracing translucency still have issues in the latest preview. Hopefully those will be fixed for the final release:

For the IOR not affecting the refraction of a translucent material it seems like raytracing is bypassing it, cause u get a real distortion based on object’s shape & thickness (magnifying glass effect)…considerations

I figured that would be the case, but it’d still be nice to have some kind of control over it.

yeah given that, if correct, different materials should have a little change in IOR…let’s wait for release

Does anyone know if this is limited to the RTX 20 series cards or should it work on other RTX capable cards? I’m having some issues with a T4…

Any change log for 4.22 preview 6 ?

Page 29 of this thread: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1583659-unreal-engine-4-22-preview?p=1596822#post1596822

Is it a confirmed bug that RTGI apparently can’t work together with RTAO in P6? Looking back the odd few pages that indeed seems to be the case with others’ tests or am I missing some kind of fancy cvar we now need to toggle? :rolleyes: