- Resource state transitions handled by RDG.
- FDistanceFieldObjectBufferResource replaced by FDistanceFieldCulledObjectBufferParameters to use RDG.
- FTileIntersectionResources replaced by FTileIntersectionParameters to use RDG.
- FAOScreenGridResources replaced by FAOScreenGridParameters to use RDG.
- Don't store DFAO resources in View.State.
- Split FDeferredShadingSceneRenderer::RenderDistanceFieldAOScreenGrid() into multiple passes.
- Split BuildTileObjectLists() into multiple passes.
#rb daniel.wright
[CL 16660080 by tiago costa in ue5-main branch]
Next will be to have buffers also be RDG transient buffers (and that should fix the last transition issue).
Tested strata enabled and disabled with rhivalidation.
#rb none
#fyi charles.derousiers
[CL 15858691 by Sebastien Hillaire in ue5-main branch]
* SDFs are now generated, allocated from the atlas and uploaded in 8^3 bricks (7^3 unique data, half voxel padding).
* Tracing must load the brick index from the indirection table, and only bricks near the surface are stored
* 3 mips are now generated, with the lowest resolution always loaded and the other 2 streamed
* SDFs are now G8 narrow band. Lower resolution mips must be traversed when querying distance to nearest surface far away from the surface
* The Distance Field Brick Atlas is now stored for each FScene and dynamically resized based on needs with a GPU memcopy
* Brick atlas uses a 1d pooled allocator which has no fragmentation and greatly reduces packing waste over the 3d allocator
* Added new indirection for Distance Field Asset data, so that only a single entry needs to be updated when a mip is streamed in or out in scenes with millions of instances
* Compute shaders operating on distance field instances generate streaming requests, which are async read back to CPU, turned into IO requests, which are polled and when complete uploaded to atlases
* Any mesh instance inside the Global SDF extent (200m) requests mip1, and at 50m requests mip2
* Now using a batched compute scatter to upload to the distance field atlas instead of RHIUpdateTexture3d, to bypass alignment restrictions and per-upload overhead
* Distance Field streaming uses an async task to move Memcpy and IO request overhead off of the Rendering Thread
* Distance Field Visualization now computes a normal from the SDF gradient and does simple lighting to better visualize the scene representation
* Increased r.DistanceFields.MaxPerMeshResolution from 128 to 512, to better represent large objects
* Mesh SDF generation now uses an Embree point query to calculate closest unsigned distance, and then a much smaller set of rays to count backfaces for negative region determination, for a 11x speedup
* Upgraded mesh utilities to Embree 3.12.2 to get point queries
* Fixed wrong transform used for SDF normals in Lumen, causing non-uniformly scaled meshes to have incorrect Surface Cache interpolation
* Fixed Static Mesh materials not getting PostLoaded before SDF build, causing their blend modes to be wrong for the build, which corrupts the DDC. Also included those blend modes in the DDC key.
Original costs on 1080 GTX (full updates on everything and no screen traces)
10.60ms UpdateGlobalDistanceField
3.62ms LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
1.73ms VoxelizeCards Clipmaps=[0,1,2,3]
0.38ms TraceCards 1 dispatch 1 groups
0.51ms TraceCards 1 dispatch 1 groups
Sparse SDF costs
12.06ms UpdateGlobalDistanceField
4.35ms LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
2.30ms VoxelizeCards Clipmaps=[0,1,2,3]
0.69ms TraceCards 1 dispatch 1 groups
0.77ms TraceCards 1 dispatch 1 groups
Tested: TopazEntry PC, Reverb PC and PS5, EngineTests, QAGame, Rift, Frosty P_Construct_WP, FortGPUTestbed
#rb Krzysztof.Narkowicz
#ROBOMERGE-OWNER: Daniel.Wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 15784493 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf
[CL 15790658 by Daniel Wright in ue5-main branch]
- Basepass shader no longer expoert all rendertarget. Only scene color, preshado, velocity if enabled.
- More decoupling from GBuffer. Now normal gbuffer is not used by any of SSAO, DFAO, HBAO and SSR. Achieved with permutations.
- Strata header now contains PrecShadow bits.
Shooter game compiles on pc and console. Tested with Strata disabled.
#rb Charles.deRousiers
[CL 15375091 by Sebastien Hillaire in ue5-main branch]
* These map to r.DynamicGlobalIlluminationMethod and r.ReflectionMethod under the hood
* Removed r.ssgi.enable. Projects with r.ssgi.enable=1 lose SSGI being enabled, because there�s no way to do backward compatibility on cvars.
* Removed r.LumenScene. Lumen GI and Reflections are now enabled independently and Lumen Scene will be set up if either feature is enabled.
Setting �Dynamic Global Illumination Method� to Lumen in Project Settings automatically sets �Reflection Method� to Lumen and enables �Generate Mesh Distance Fields�, so you only have to change one setting to convert your project to Lumen.
Newly created projects have:
* r.GenerateMeshDistanceFields=True. Needed for Lumen Software tracing. Note this means all new projects have Mesh Distance Field memory overhead by default.
* r.DynamicGlobalIlluminationMethod=1 (Lumen)
* r.ReflectionMethod=1 (Lumen)
Added GI method and Reflection method overrides to Post Process Volume, and new Final Gather Quality and Reflections Quality for Lumen.
Changed the default for r.DistanceFields.DefaultVoxelDensity from .1 to .2, for all projects. This is needed for good software tracing quality with Lumen.
Lumen GI operates on all lights, regardless of Mobility. Precomputed shadowing on Stationary lights are ignored, and Lumen will fall back to SDF tracing to solve shadowing for these.
When Lumen GI is enabled, lightmap lighting is discarded in the shader. This breaks Static lights with lighting built, because their direct lighting is only stored in the lightmap. A future change will be needed to render Static Lights when Lumen GI is enabled.
NeedsVelocityDepth will be true on any platform that supports Lumen or Ray Tracing. Lumen needs Velocity Depth but doesn�t have a readonly cvar to use to modify shader compilation.
#ROBOMERGE-SOURCE: CL 15321505 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15321508 by daniel wright in ue5-main branch]
Fixed on screen message about Lumen being enabled but 'Generate Mesh Distance Fields' is not
#fyi Krzysztof.Narkowicz
[CL 14765164 by Daniel Wright in ue5-main branch]
Contains all work on Lumen since shipping Reverb in March:
* New Opaque Final Gather with higher quality in clean architecture and better performance
* Improved global tracing which reduces leaking
* New basic Reflections pipeline which respects material Roughness
* New HZB traces that are more accurate at tracing against the depth buffer
* Hardware Ray Tracing paths for Lumen shadowing and Final Gather
#rb none
[CL 14274844 by Daniel Wright in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]