you need to install the new version of the datasmith plugin
Really appreciate the preview vs pushing something out the door too fast. Happy to wait. Really exited for 4.23
Just FYI for anyone experimenting with global illumination, I noticed a new parameter exposed in Preview 7:
r.RayTracing.GlobalIllumination.NextEventEstimationSamples (default value 2)
I’m not sure what effect this has, but setting it to 1 instead of the default 2 looks identical in my scene, while it increases framerate by about 50%. Note that setting it to 0 (zero) appears to disable GI.
I have been doing basic tests with 4.22 around with my current projects, but today I decided to go a little deeper since we are closest to the release, and packaging the game and running with Dx11 and Dx12 are having quite different results in terms of performance and NOT for the best!
a) have a very small scene, open world 2Km[SUP]2[/SUP], no foliage, simple landscape material, dynamic directional light, my raymarched clouds: dx11 got 66 FPS and dx12 got 56 FPS
b) another very small scene, open world 2Km[SUP]2 [/SUP], no foliage, 5x more complex material landscape, dynamic directional light, my optimized raymarched clouds: dx11 got 85 FPS and dx12 got 66 FPS
Note that no realtime raytracing was part of the packaging, so big question is: Why such difference between Dx11 and Dx12 performances?
PS: ran the non optimized raymarched clouds with the 5x more complex material landscape and the results were the same as “a”, so it was like the gains I had with the optimization meant almost nothing for Dx12.
I completely agree. I would rather wait another whole month even and have something that doesn’t require hotfixes to be usable. This release is looking to be massive. I am super excited for most of the stuff in this release, but most importantly I just want something I can feel safe upgrading to without losing hours/days of time to unworkable bugs.
Noticed a huge FPS drop with enabled RTX features after update from P6 -> P7.
I can’t seem to get the same result, Especially with reflections. Mine show much more noise I have the denoisers active and the samples jacked up to 8. Is there something I am missing???
Regarding RT AO, there still seems to be no repair in Preview 7. RT AO still works on a very small field of view and cannot cover a slightly larger position, rather than calculating a long projection distance like GI.
Is this a Bug, or has the operation and adjustment of AO, GI changed a lot?
Thanks. , it really helped me.
Not working. One is 3ds Max exporter. Second one is datasmith plugin, which I can’ t install/unistall in Epic Games Launcher.
First I just install - preview 7.
Stop, found how to update this datasmith plugin, just pressed on “installed plugins”. There in Epic Launcher is bug.
Looks like you can do it using a savegame BP class… but that’s the only way I can think of so far to save them globally.
HDRI sequence applied to the Skylight or to the Material of the Sky? Are there examples of implementation?
yes we need example of this feature. seems like amazing! (limitations & properties)
When i’m using the skylight, even fully enclosed spaces, part of the room is lit.
Cast RayTrace Shadow - ON. Global illumination - ON. When I turn on or off r.RayTracing.SkyLight , nothing happens.
Maybe I need to use some option?
Same problem here!
Is there a way to make the path tracing working? I think the result in path tracing is awesome, but there is so much noise and some meshes are black.
I support
Relnotes say there are some, but I can’t find them. Can anyone point them out please?
The docs and samples will be published when the official 4.22 release happens. We don’t typically release any documentation or samples before the official release.
At the moment this is expected. Some things are not fully supported for materials and lighting effects. For its purpose, it’s best used for programmers and artists to use to get an idea of a ground truth reference when compared to the raytraced ones.
We’ll continue to improve on it over the next releases though!