Unreal Engine 4.22 Preview

  1. Those options are for the Level viewport view mode for the Path Tracer. It’s only enabled when enabling Ray Tracing for the project and launching with the -dx12 command line argument. (Same for the Ray Tracing features listed in the Post Process Volume.)
  2. Currently, yes. When NVIDIA releases their GTX drivers that enable Ray Tracing and DXR support, the Editor should “just work” since our code for ray tracing isn’t RTX specific.
  3. Ray Tracing in UE4 is already built using MS DXR.

Hi [USER=“4894”][/USER] First of all, What an awesome job on 4.22! I bet that cost the team an arm and a leg to put it all together :slight_smile:
Reading through the various ‘how to’s’ on the new raytracing functionality, I was wondering if there’s plans to extend things with some basic explanation on the more ‘obscure’ cvars.

Getting raytracing to aid and extend scenes’ visual fidelity is simple enough but producing noise free images when fiddling with GI (I know it’s highly experimental) is quite another, especially where it concerns rooms with white walls or generally just indoor usage. Fiddling with ‘kernel’ and ‘temporal accumulation’ denoiser cvars to just figure them out myself but a bit of help here wouldn’t hurt :rolleyes:

Maybe [USER=“4894”][/USER] @Amanda.Bott @ @Kalvothe it would be a nice idea to have a Livestream with this topic with a hands on in an environment much alike the livestream we got for volumetric fog (used a Paragon map to showcase it).

Hi all.

Since the 4.22 Preview has ended, and we have officially launched, I am going to close this topic, and ask that all 4.22 conversations be continued on the new thread.
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1598851-unreal-engine-4-22-released

Thanks