Only cards that support DX12 with DXR features will work. Up to now, only NVidia RTX cards has support for DXR features and the engine uses DXR. For any card to be able to work with DXR the vendor needs to enable at driver level and provide functions to tell Windows DX12 how to generate the workload for DXR features, so if for old cards the vendor does not provide a way to work with DXR then it is impossible to make it happen at engine, since it is not tied with RTX, but DXR (which is Microsoft spec).
check this post: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1583659-unreal-engine-4-22-preview?p=1583839#post1583839
Vulkan for PC and Linux please.
And what about this:
https://forums.unrealengine.com/albu…dows-artifacts
How about DLSS support?
yup, I’m sure.
dev-rendering is no longer being directly developed in because we’ve branched and that has become 4.23. We have a sub-stream of 4.22 where features are still being developed and tested before those changes are pushed up to 4.22 preview builds so some of the changes just may not be there yet for a binary build from the launcher. All the work being done there will make it’s way back to dev-rendering soon though.
also, the binary release for Preview 1 may have been created before rtgi or other features were added so next preview you will see a different set ofthings added.
also, rtgi and translucency are disabled by default right now. Use the cvars (when they are there to turn them on).
Is the road map ever going to get an update?
My game sadly does not run with this release. I’ve narrowed it down to “MultiBoxTraceByChannel” with a custom trace channel. If called frequently (in my case, from a behaviour tree decorator node) it will return “true” and “false” in turns for the exact same situation. If I enable debug drawing, the collision box flickers from to green all the time, with no change of the collision situation whatsoever. Debug output also prints return values “true” and “false” in turns.
I have made a small screen capture but cannot upload it because the file format is not accepted in this forum.
I copied a 4.21 project to 4.22 and the load times on building the shaders are enormous. I got to end the task because it did not finish. And when I start with -DX12 I got an error message " GlobalShaderCache-PCD3D_SM5.bin is missing. Any ideas how I can resolve this?
Thank you for reporting this, I can confirm that I’ve reproduced it and I’m currently investigating.
Edit: It seems that the QA team caught these a bit earlier, the bug reports just weren’t marked as public. We found a couple bugs related to Magic Leap:
Thank you for this information. Can you please submit a bug submission using the proper form? We’d like to investigate this issue and have it reported if we can reproduce it.
I have to say I wish a lot of (all of) the unnecessary plugins were disabled as standard. I hate having to go through and disable loads of stuff when I start a new project. It’s an instant downer. My SteamVR driver starting is irritating as it’s so visible (the lighthouses start up as well), but things like speedtree (and countless others) i’d just rather have disabled until I need them (which for the most part is never in my case).
Does anybody know what this is ? I can’t find any information on the subject.
Hello ,
If this is a common problem for you, you can manually edit these plugins in the Engine installation by editing the .uplugin file and changing the “EnabledByDefault” setting. This will avoid them being enabled in new projects created in that engine version. These plugins that are enabled by default usually have their binaries pre-built in the Binary editor, allowing blueprint only projects to include these plugins without needing a compiler, so while it is inconvenient for some users, it helps others who do not wish to use a compiler.
See no 4.22. preview 1 version. Any trick to get this? See only 4.21.2.
The case reported by @aboubakrvfx is because the driver is not reporting the entries for DXR specifics and he answered my post telling he is using GTX 1070TI, so it won’t work with raytracing.
No trick. But it may help to restart your Epic launcher. Make sure it actually exits, and doesn’t just minimize to the system tray. You can go into the launcher Settings to set it to actually close.
After a restart, click the +] button to add a new engine slot, and hopefully you’ll see the 4.22 Preview.
You can always try this in the meantime: https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass
There you go, but gfycat is not supported as embedded video:
[video]https://gfycat.com/miserablesociablegoldfinch[/video]](https://gfycat.com/miserablesociablegoldfinch)
You can use bug submission form and feed with a link with a small project for download. Once they confirm the issue they will generate a issue number for you to follow up or even tell you if this have been reported or catched already and give you the issue number already created.
Awesome work guys! Following 's post i was able to get into a new project, set an emissive material, and in the reference path tracing view see an emissive material illuminate stuff around it!
Really looking forward to learning about this stuff! (pic is from phone)