- moved ownership of RayTracingGeometry from FStaticMeshLODResources to FStaticMeshRayTracingProxyLOD so offline data can be streamed-in when ray tracing is toggled on.
- request streaming of ray tracing geometry when it is initally registered or FirstLODIndex changes.
- moved call to ProcessCompletedStreamingRequests(...) so it in every code path of FRayTracingGeometryManager::Tick(...)
- enabled r.RayTracing.EnableOnDemand by default on all platforms.
#rb aleksander.netzel
[CL 34416694 by tiago costa in ue5-main branch]
- disable r.DynamicRes.DynamicFrameTime by default and only enable on Windows to maintain same behaviour.
#rb Guillaume.Abadie
[CL 34104175 by tiago costa in ue5-main branch]
These were not actually enabled at the moment as the cvar was also specified in ConsoleVariables.ini.
Comment the definition in ConsoleVariables.ini (the global default is already 0) which is more in line with how other variables are specified.
Remove the definition from the window ini file until we can resolve remaining issues with SM5 shaders.
#rnx
[CL 33499495 by chris kulla in ue5-main branch]
This only applies to global shaders for now and is done only for one platform to gauge the impact and minimize disruption for platforms which not everyone has installed or can test easily.
[CL 33306282 by chris kulla in ue5-main branch]
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell
[CL 32196717 by jeremy moore in ue5-main branch]
While the mobile team wants to keep independent samples disbaled for PCD3D_ES3_1, it makes sense to move this as a platform dependent feature into the DDSPI configuration.
#rb brian.white, christopher.waters, Yuriy.ODonnell
[FYI] Dmitriy.Dyomin, Carl.Lloyd
#rnx
[CL 31764896 by laura hermanns in ue5-main branch]