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I have a question regarding future support for SLI and NVidia’s VR Direct. I know based off of earlier posts a couple months back, there was some discussion about and it was stated I believe that because of the design of the renderer, it would be very problematic for Epic. Now that the rendering looks to be segregated in 4.6, will allow the team to implement SLI without major repercussions?
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Alternate Frame Rendering is still very problematic, because making algorithms that do smart things requires maintaining GPU state. Tons of UE4 systems do - GPU particles, temporal AA and all its applications (7 features are affected), DFAO, eye adaptation, etc. I expect that we will use more GPU state going forward, not less. is because GPU’s are becoming more powerful and we can move more and more operations there.
Nvidia VR direct appears the be the marketing name for all of their Maxwell improvements. A bunch of them are under the hood, meaning the app doesn’t have to do anything. I don’t know what the plans are to leverage the rest in UE4, Whiting drives VR efforts.
With some major refactoring it might be possible to do each eye on a different GPU, but is not planned AFAIK.
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I am still seeing a 16 texture sample limit in 4.6 Preview, did the change not make it in time for 4.6-Preview? Please tell me it will be in 4.6 proper, I need badly!!
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To be clear, the sampler limit has not changed, but the unique texture limit has been increased to 128. Samplers are how you tell the GPU what texture addressing and filtering modes to use. Historically we had to have a 1-to-1 mapping between sampler and texture, because of OpenGL limits. To make use of increased limit you have to use the shared samplers under Sampler Source on a TextureSample node, the default is still to use a sampler per unique texture.
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Give me the powers!! I will stress test for you!
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Heh, to be honest I did not test all the way up =) But the D3D11 specs say 128 unique textures, so there you go.
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- Is instanced foliage light baking also supposed to work for Speedtrees?
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As long as they have valid lightmap UVs. You can use the auto lightmap UV generation introduced in 4.5.
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2) How is one supposed to view the new emissive Gi-incorporation? Adding an emissive material next to a wall and baking seems to yield no visible difference?
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The wall with the emissive material has to be Static, with a lit material containing non-zero hooked up to Emissive Color. Note that Lightmass has a bunch of limitations on what materials can be exported, basically it only knows about UV0 (no world space, camera vector, vertex color, etc). Try with a material with a constant color going into emissive color.
The full 4.6 notes will have instructions on how to use these new features.