- this was working around a system level issue but we no longer support the older SDK versions which had the issue on the impacted platform
- testing
- ran QAGame TM-DepthOfField on impacted platform as DoF was one of the passes which previously incurred the issue
#rb David.Harvey
#jira UE-124865
#preflight 62631b1d00654785f436a2c8
[CL 19902059 by eric mcdaniel in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8700e41414fb013dd4002
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801433 in //UE5/Release-5.0/... via CL 18802090 via CL 18821511
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821594 by andrew davidson in ue5-main branch]
This implements a ray-traced sampled depth of field which can serve as a ground truth for the post processed depth of field. Users can select between reference quality or post processing with a path tracing specific checkbox in the post process settings.
#rb Guillaume.Abadie,Patric.Kelly,Juan.Canada
#preflight 618bf5abb253729fe2230d0e
#ROBOMERGE-AUTHOR: chris.kulla
#ROBOMERGE-SOURCE: CL 18131692 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v889-18060218)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 18131775 by chris kulla in ue5-release-engine-test branch]
Now only r.AntiAliasingMethod prevails to selects the anti-aliasing method explicitly for the deferred shading renderer. Each AA technic have it's own cvars to control their quality independently
FXAA now have its own r.FXAA.Quality. The FXAA shader permutations where mis configured with r.PostProcessAAQuality=1 & 2 both mapping to the FXAA_PC_CONSOLE=1 that is now r.FXAA.Quality=0. Instead r.FXAA.Quality now offer more mid-quality settings for FXAA_PC=1 with r.FXAA.Quality=1 & 2 & 3. Backward comaptible migration is as followed:
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=0 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=1 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=2 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=3 -> r.FXAA.Quality=3 but with some neighborhood search setting changed in FXAAShader.usf
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=4 -> r.FXAA.Quality=4
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=5 -> r.FXAA.Quality=5
TAA now have its own r.TemporalAA.Quality. Backward compatible migration is as followed:
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=0 -> r.AntiAliasingMethod=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=1 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=2 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=0 -> r.TemporalAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=1 -> r.TemporalAA.Quality=1
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=4 -> r.TemporalAA.Quality=2
MSAA r.AntiAliasingMethod=3 & TSR r.AntiAliasingMethod=4 remains unchanged.
sg.AntiAliasingQuality now maps to different r.TemporalAA.Quality or r.FXAA.Quality
Automated tests on base CL: https://horde.devtools.epicgames.com/job/60d5b8410123b700014f9db5
Automated tests on change CL: https://horde.devtools.epicgames.com/job/60d47cde57b302000114bebf
#rb none
[FYI] jack.porter, wei.liu
#lockdown michal.valient
#ROBOMERGE-SOURCE: CL 16823623 via CL 16823646
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16823657 by guillaume abadie in ue5-release-engine-test branch]
Also enabled VolumeTextureCompression and RGBColorBuffer in the inis (as the code was already using them)
#rb Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 15343336 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15359330 by rolando caloca in ue5-main branch]
- follow on change will enable the workaround for the needed platforms
#jira none
#rb David.Harvey, Ben.Woodhouse, Yuriy.ODonnell, John.White
#ushell-cherrypick of 14862391 by eric.mcdaniel
[CL 14862861 by eric mcdaniel in ue5-main branch]