Also removed artefacts that became visible after the ones fixible with a depth test were resolved. These were related to linearly interpolating data on the photosets, this was fixed since the baking framework is where texture filtering should take place
#rnx
#rb lonnie.li, ryan.schmidt
#jira none
#preflight 62d473b0dc4397d384a06bc8
[CL 21148985 by matija kecman in ue5-main branch]
Benchmark configuration:
- Test scene with 4 meshes: a mossy stone nanite mesh, a beach ball, a ball with an emissive blue cross and a hut mesh
- Target mesh: 11.8k triangles mesh, created by voxel wrapping the meshes in the test scene elements
- 4096x4096 output texture with 16x multisampling baking BaseColor, Emissive, PackedMRS and Normal maps
- 4096x4096 photo capture resolution
Unreal Insights reports the following times for the Bake call:
- Before this change: 2 mins 45 seconds
- After this change: 55.9 seconds
Aside: (Unaffected by this change) In both cases the photo capture, which is done on the game thread, took about 1 min
#jira none
#rb
#rnx
#preflight 627e64e01748fbc85bb24a42
[CL 20221383 by matija kecman in ue5-main branch]