Did all that still looks the same to me
■■■■… i was hoping for some rtx lightmap baking…
You didn’t mention you have also enabled Support Compute Skincache, so I ask:
Do you think it is possible to leave just one card installed and see if it works?
Are the cards already with NVLink bridge?
Let us know! Thanks!
Did you double click on the shortcut that you created? And then launch a 4.22 project from there? you cannot double click on the uproject, you must launch from the shortcut.
Also, did you double check you have the correct windows release?
you have to enable Support Compute Skincache for ray tracing to be enabled and my cards r not NVLinked yet.
yup i made the shortcut and double clicked on it and im up to date with gpu drivers also and windows
You can upload it to youtube as “unlisted” and post the link here. I would also suggest to fill out a bug submission form.
I have 2 Titan RTX with NVLink
GPU drivers and windows all last update
I have done all this and this the result.
i can not find any bunch of commands under r.RayTracing.
r.RayTracing = 1 need to be set in the ConsoleVariables.ini under EngineFolder/Engine/Config
Still no Vulkan for PC and Linux from 2018 roadmap …
I’m wondering if there’s any plans on implementing the DXR fallback layer (For the use of rendering, for those who don’t have RTX GPUs, but have GPUs that support DirectX12).
I’ve been testing out a few of the features and have came across a few bugs.
https://drive.google.com/open?id=1SVkLzU0WBdiCOokGg4PUsv12X0638ajh - This is the link to a google drive folder with a few pictures of problems ive faced so far. When enabling ray tracing skylight most of the LODs and branch cards/leaf cards become a bright pink.
On another note enabling ray tracing occlusion 1 all shadows disappear. Putting the value back to 0 results in shadows coming back and putting it at 10 makes all values equal to disabling ray tracing. I’m wondering if there is something im not doing right or…? I dont know. Also what does ray tracing geometry mean? I’ve wanted to a long time to ray trace foliage to reduce overdraw. If that kind of what it is?
As you can see in the link below from GitHub, Microsoft have abandoned the Fallback Layer code base as they see this not worthy (?), so the code is there for anyone interested in having the feature, but it might need a rebuild at each major Windows update. Besides the Fallback Layer, every card vendor could in theory supply new drivers rolled with DXR Api entries with the required code to support the features as the Fallback Layer does, so it is an easier task for vendors, but again the effort is too much for not of a large audience I am afraid.
I think it is under Lit -> RayTracing. It is a seperate viewport view that you would find in there.
I can see fairly clearly that i am using DXR as there is noise in the shadows.
Thats just to see what the GPU sees and show the amount of rays etc being used.
That brings up another point. My gpu under path tracing does pick up hardly any object, albeit correctly. Path Tracing just shows a blurry mess. Base Color, Roughness, etc doesnt show anything even with a normal static mesh. And it 100% doesnt show any landscape/foliage in reflections either…
I am interested in checking out the Editor Utility Widgets, but when I make one it is just a blank tab. Is there any info/documentation on this feature and how to use it?
Ok, so I got it to open by right clicking on it and clicking “Edit Blueprint”. Now that I did that it open properly when double clicking the icon in the Content Browser where before it was just a blank tab.
But would still be great to get some info how best to use it!
Ahhh…sorry, ok now I get it. The blank tab is where my new controls go…got it. Very cool!
Havent been able to get RT to work either. Ive looked at the posts throughout and set -dx12 on the shortcut, enabled Support Compute Skincache and raytracing in project settings . the r.raytrace-- commands in the editor dont seem to affect anything and nothing shows in the show RT and PT for the view port. Im using a 2070 with latest drivers.
Edit: crash now appears when launching editor in dx12 mode, but it still runs though i suspect not in dx12 mode since RT does not appear
[SPOILER]
Assertion failed: !TotalBytesRequested [File\D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp] [Line: 1749]
UE4Editor_Core
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll[/SPOILER]