Unreal Engine 4

Discussion in 'Rendering Technology and APIs' started by Dominik D, May 17, 2012.

  1. milk

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    Even more reason to not think they'd be rendering multiple polys per screen pixel. The win of procedural geometry and dynamic LOD systems such as tesselation is generating exactly as much detail as you need and NOTHING MORE.
     
  2. Benetanegia

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    We lack info and context on the provided amount of polys. The demo has these fairies or whatever they are, which emanate a huge amount of particles, do those count? There's lots of foliage, overlapping trees etc. Lots of overdraw, so knowing if the provided number is after culling or not is essential to making any claims.

    Like I said, I really think the provided number is pre-culling, so it wouldn't be multiple polys drawn per pixel in that case. If you are aiming to highest detail posible, I don't think you have that much control as to control that you don't surpass 1 tri/pixel anywhere, pre-culling, especially in a scene with so much geometry overlap and overdraw.

    EDIT: And for what it's worth I also personally question whether or not they would care that much about too many tris per pixel in a raytracing demo. If raytracing happens to be the bottleneck and runs asychronously to rasterization, being efficient on the fastest path would be kinda pointless for a demo intended to show how pretty it can be.
     
  3. SlmDnk

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    Refined and more in-depth version of that talk:

     
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  4. OCASM

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    DMM-like physics in UE4:
     
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  5. jlippo

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    Looks like UE 4.23 will have some very interesting features.
    Virtual texturing came to latest builds few days ago and it looks like it can be used to do all the fun things like runtime decal baking etc.
    Nice, thanks. :)
     
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  6. Malo

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    Really interesting talk, watched the whole thing.
     
  7. jlippo

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    Finally got 4.23 working on my machine. (Previously DX12 and raytracing caused crashing.)

    Imported couple of 8k textures to basic scene and they came in directly as virtual textures.
    I haven't found a way to display memory use yet, but will fiddle around more in future.

    Raytraced reflections now have option in which you can use reflection probes instead of secondary bounces, so no more black reflections after first bounce.
    Performance drop when using low resolution for raytracing is not that bad even on RTX2070 and gives nice specular occlusion etc..
    As far as I know there is no SSR+RTR yet.. but I can see it to work decently in combination with very low RT resolution.. basically reflections would go more blurry when SSR ends instead of vanishing.
     
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