#jira UE-228298
#rn Fixed Substrate crash on MAC when opening material editor.
#tests Tested PC editor, dx11, dx12 and ps4, with and without Substrate. And on MAC by Carl Lloyd.
#rb carl.lloyd, Kevin.Ortegren
#fyi charles.derousiers
[CL 38210001 by Sebastien Hillaire in 5.5 branch]
- Modify bilinear sample UV to avoid sampling froxels that were occluded in the previous frame.
Perf on console:
- Without MegaLights
- Without HZB culling: 1.7ms
- With HZB culling: 1.1ms
- With MegaLights
- Without HZB culling: 0.9ms
- With HZB culling: 0.5ms
#rb Krzysztof.Narkowicz, Sebastien.Hillaire
#jira UE-211955
[CL 37281471 by tiago costa in 5.5 branch]
Also removed the word experimental from the LightFunctionAtlas description, as we already use it in production.
#jira UE-211955
#rb none
[CL 37265062 by krzysztof narkowicz in 5.5 branch]
The NaN values are output by LumenScreenProbe backlighting and Lumen reflection due to border pixels pixel for pixels having more than one closure.
#rb krzysztof.narkowicz
#jira UE-227305
[CL 37166595 by charles derousiers in 5.5 branch]
- Log warnings when building grid exceeds the max number of entries/links.
- ensure instead of check that NumLocalLights and NumReflectionCaptures are less than the primitive limit imposed by FCellWriter.
- clamp NumCulledLightLinks when using bThreadGroupPerCell (unlikely since the first 256 in each cell are temporarily stored in LDS instead of linked list).
#rb Ola.Olsson
#jira UE-211955
[CL 37128929 by tiago costa in 5.5 branch]
- Default settings:
- Use two levels if number of local lights in view > 128 (r.LightCulling.TwoLevel and r.LightCulling.TwoLevel.Threshold).
- One thread group per cell for coarse grid.
- Single thread per cell for fine grid (r.LightCulling.WorkloadDistributionMode).
View with 1K local lights running on console: 0.25ms -> 0.1ms
(based on Ola.Olsson previous work)
#rb Ola.Olsson
[CL 37124280 by tiago costa in 5.5 branch]
- expand sampling froxel footprint (half res) by 3 full res froxels, since during shading we can use samples from any of the half res neighbors.
- expand shading froxel footprint by 0.5 full res froxels to support trilinear filtering.
#rb Krzysztof.Narkowicz
#jira UE-211955
[CL 37124045 by tiago costa in 5.5 branch]
#ushell-cherrypick of 36192890 by UnrealBot
#jira UE-223978
#rb none
#tests PC dx12 with volumetric fog regular and megalight.
#rnx
[CL 37119885 by MarcusSvensson92 in 5.5 branch]
* Reduced r.MegaLights.Temporal.NeighborhoodClampScale to 1
* Speedup history accumulation when history is out of neighborhood's bounds
* Fix NumFramesAccumulated encoding
* Expose r.MegaLights.Spatial.MaxDisocclusionFrames
* Remove TemporalAdvanceFrame as history is anyway frozen during a pause
#jira UE-211955
#rb none
[CL 37059458 by krzysztof narkowicz in 5.5 branch]