Daniel Wright
7da79fd159
DFAO optimizations for PS4
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* DF lighting GBuffer dependencies packed into 2 textures (saves .1ms)
* Reverted CULL_OBJECTS_TO_RECORD as performance savings are inconsistent
* Added low quality gap fill pass that just does a bilateral filter (saves .4ms)
* Enabled interpolation depth testing (saves .2ms)
* Disabled the temporal stability filter (saves .2ms)
* Overall empty scene cost on PS4 3.77ms -> 2.83ms
[CL 2501856 by Daniel Wright in Main branch]
2015-04-03 18:56:44 -04:00
Marcus Wassmer
59f7299ccf
Fix screenpercentage on Morpheus
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#codereview Lee.Clark,JJ.Hoesing
[CL 2500368 by Marcus Wassmer in Main branch]
2015-04-02 16:54:49 -04:00
Marcus Wassmer
8b075a17bc
Fix PS4 volumetexture updates
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#codereview Daniel.Wright
[CL 2498665 by Marcus Wassmer in Main branch]
2015-04-01 10:57:51 -04:00
Rolando Caloca
cb32891b3c
UE4 - Added sanity checks for Inverted/Normal Depth Buffers; use ERHIZBuffer::NearPlane & FarPlane to switch from 0-1 to 1-0 on Depth
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- Added shader define HAS_INVERTED_Z_BUFFER
- Added RHIHasInvertedZBuffer()
#codereview Martin.Mittring, Brian.Karis, Nick.Penwarden
[CL 2497481 by Rolando Caloca in Main branch]
2015-03-31 14:02:45 -04:00
Martin Mittring
2719b20f90
Added decals to ShaderComplexity rendering (decalmask is not yet considered - it would require the GBuffer which isn't setup for that view mode)
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[CL 2497266 by Martin Mittring in Main branch]
2015-03-31 11:13:39 -04:00
Daniel Wright
9d572e0238
Distance field AO and Ray traced shadows on PS4. DFAO costs nearly 4ms in a mostly empty map so needs a lot of optimization.
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* Added r.AOHistoryDistanceThreshold with default to 20, can be tweaked to avoid ghosting behind characters while not causing too much flickering
* Distance fields are now culled to each surface cache record before ray tracing for AO, saves a bit of GPU time
[CL 2496263 by Daniel Wright in Main branch]
2015-03-30 17:48:16 -04:00
Zachary EdgertonJones
ba9f318a65
First pass of TPS reports
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[CL 2494424 by Zachary EdgertonJones in Main branch]
2015-03-27 16:37:13 -04:00
Zachary EdgertonJones
277e9a6727
First pass on TPS reports
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[CL 2494423 by Zachary EdgertonJones in Main branch]
2015-03-27 16:36:02 -04:00
Zachary EdgertonJones
788c90cf43
Checking in TPS reports for first pass
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[CL 2493970 by Zachary EdgertonJones in Main branch]
2015-03-27 12:10:09 -04:00
Marcus Wassmer
1923385680
Computeshader to properly copy all sizes of volumetextures
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#codereview Daniel.Wright,Lee.Clark
[CL 2492777 by Marcus Wassmer in Main branch]
2015-03-26 18:32:38 -04:00
Matt Kuhlenschmidt
39c692fd24
Fix android 3d widgets rendering upside down
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[CL 2486573 by Matt Kuhlenschmidt in Main branch]
2015-03-20 15:19:22 -04:00
Dmitry Rekman
fe117aab3f
Better fix for red-blue swap in Linux splash (UE-6012).
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[CL 2478812 by Dmitry Rekman in Main branch]
2015-03-13 13:45:02 -04:00
Dmitry Rekman
1093d37661
Fix red-blue swap in Linux splash.
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[CL 2478736 by Dmitry Rekman in Main branch]
2015-03-13 13:13:49 -04:00
Nick Atamas
69059e907b
Slate: line filtering no longer relies on texture resource.
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#codereview Matt.Kuhlenschmidt
[CL 2477785 by Nick Atamas in Main branch]
2015-03-12 19:04:47 -04:00
Matt Kuhlenschmidt
a8bb5a623a
Fixed gamma not being accurate in Slate. We now use the same gamma correction scheme as in the tone mapper which uses the more accurate srgb standard. (e.g Slate UI should look the same as in photoshop assuming it was imported correctly).
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- Consolidated gamma correction functions into their own shader file so they can be shared.
[CL 2473803 by Matt Kuhlenschmidt in Main branch]
2015-03-10 11:05:16 -04:00
Gil Gribb
35cf42566a
UE4 - merge GDC branch, code @2465640 to main
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[CL 2468685 by Gil Gribb in Main branch]
2015-03-04 08:31:40 -05:00
Daniel Wright
0df1ae6976
Integrate - Ray traced distance field shadows now implement the cascade fade
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[CL 2466653 by Daniel Wright in Main branch]
2015-03-02 14:11:33 -05:00
Martin Mittring
1971c82ddd
fixed directional lights for TLM_SurfacePerPixelLighting, remaining: shadow support, light functions, IES profiles
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[CL 2466596 by Martin Mittring in Main branch]
2015-03-02 13:41:32 -05:00
Daniel Wright
f3ef8b8540
Integrate - Support for changing r.AOInterpolationDepthTesting
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[CL 2466549 by Daniel Wright in Main branch]
2015-03-02 13:22:05 -05:00
Daniel Wright
5b22ae2172
Integrate - Sky lighting is occluded by min(SSAO, DFAO, Material AO) instead of multiplying them together which was causing overdarkening
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[CL 2466537 by Daniel Wright in Main branch]
2015-03-02 13:18:26 -05:00
Martin Mittring
cec2eeab9d
fixed spot lights for TLM_SurfacePerPixelLighting, remaining: directional lights and shadow support
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[CL 2466490 by Martin Mittring in Main branch]
2015-03-02 12:45:30 -05:00
Allan Bentham
53b8d22820
CSM fixes for forward renderer
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MAX_FORWARD_SHADOWCASCADES is correctly defined for OutEnvironment.
Only render shadow maps that have been successfully allocated texture space.
fwd shader can deal with full range of MAX_FORWARD_SHADOWCASCADES.
limit shadow map renders to no more than MAX_FORWARD_SHADOWCASCADES.
reduce shadow map size to ensure all tiles fit within GMaxShadowDepthBufferSize.
Fixes UE-10282.
#codereview nick.penwarden, Rolando.Caloca
[CL 2466184 by Allan Bentham in Main branch]
2015-03-02 08:00:04 -05:00
Allan Bentham
b61636e3df
ES2: Remap vertex attributes when max vert attribs < 16
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Fixes PVR SGX 540 crashes in UE-5155
[Requires shader compile worker rebuild.]
codereview nick.penwarden, chris.babcock, rolando.caloca
[CL 2460254 by Allan Bentham in Main branch]
2015-02-25 10:25:20 -05:00
Brian Karis
e4f0bbc64c
Motion blur: added max velocity scatter and dilation.
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[CL 2459223 by Brian Karis in Main branch]
2015-02-24 16:28:47 -05:00
Brian Karis
ddf64d753a
Fixed motion blur artifacts of sampling off screen.
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[CL 2456752 by Brian Karis in Main branch]
2015-02-23 15:16:20 -05:00