#rb Jason.Stasik
[FYI] Elias.Lozadabenavent
#preflight 627d8e589f7ad2a14b01a94e
#ROBOMERGE-AUTHOR: scott.nelson
#ROBOMERGE-SOURCE: CL 20182020 via CL 20183691 via CL 20184781 via CL 20185949 via CL 20186141
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20188814 by scott nelson in ue5-main branch]
Fixed artifacts with r.Lumen.ScreenProbeGather.TracingOctahedronResolution 4
* THREADGROUP_SIZE was less than IRRADIANCE_PROBE_WITH_BORDER_RES
Disable r.Lumen.ScreenProbeGather.StochasticInterpolation on Epic Scalability and above due to noise with clean materials
Reduce r.Lumen.ScreenProbeGather.FullResolutionJitterWidth to .5 on Cine Scalability, or when Lumen Final Gather Quality is high
Editor viewport shows Scalability warning for anything other than Epic (previously was shown only for levels less than Epic) since Cinematic runs at a lower framerate
Lumen Radiosity uses less memory when r.LumenScene.Radiosity.ProbeOcclusion=0
CitySample use r.LumenScene.Radiosity.ProbeSpacing=8 to get in line with previous lowered defaults
#jira UE-141204
#rb Krzysztof.Narkowicz
#lockdown Juan.Canada
#preflight 620bf8ef4353dc61c7faaeed
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19075501 in //UE5/Release-5.0/... via CL 19094394
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19136373 by daniel wright in ue5-main branch]
* Visualize Lumen Scene and Surface Cache moved to after TAAU, but before tonemapper
* Visualize Lumen Overview moved after tonemapper and editor primitive compositing
* Handling removing of TAA jitter, manual upscale, manual tonemapping
* Visualize HWRT refactored to no longer rely on SceneDepth, which is not available after TAAU
Changed default r.Lumen.Visualize.HardwareRayTracing.Retrace.HitLighting to 0 to better match how the features use it
#preflight 61f8af95114ec25fe0cb8dd5
#rb Krzysztof.Narkowicz
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18810990 in //UE5/Release-5.0/... via CL 18811004 via CL 18822705
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18823638 by daniel wright in ue5-main branch]
Lit->Lumen
Added Lit->Lumen submenu with 4 view modes - Lumen Scene, Lumen Reflection View, Lumen Surface Cache and Overview:
* Lumen Scene - same as ShowFlags->VisualizeLumenScene. Visualizes Lumen scene representation in highest possible quality, with highest possible view distance
* Lumen Reflection View - Lumen Scene, but with current reflections settings. Basically represents how things look in the reflections
* Lumen Surface Cache - visualizes surface cache and marks with pink missing surface cache coverage
* Overview - 3 Lumen view mode tiles, overlaid on top of normal view
Show->Lumen
Added Show->Lumen submenu with 6 flags, which allow to disable specific trace types (screen space, detail, global, far field), disable secondary bounces (radiosity) and disable Screen Space Directional Occlusion.
Show->Visualize
Removed �Lumen Scene� (replaced by Lit->Lumen->Lumen Scene view mode) and �Lumen Global Illumination� (replaced by r.Lumen.Visualize.IndirectDiffuse) from
Advanced visualization modes are accessible through r.Lumen.Visualize.Mode, which overrides current Lit->Lumen-> settings.
Misc changes:
* Renamed VisualizeLumenScene* to LumenVisualize*
* Moved shared visualize parameters to LumenVisualize.h
* Lumen HWRT visualize now uses same ray footprint as SWRT visualize
* Replaced HALF_WORLD_MAX with Lumen::MaxTracingEndDistanceFromCamera and Lumen::MaxTraceDistance in preparation for the LWC WORLD_MAX changes
#rb Patrick.Kelly, Daniel.Wright
#preflight 61e73339b56c33b8ecf753b2
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18658215 in //UE5/Release-5.0/... via CL 18658227 via CL 18658249
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)
[CL 18658268 by krzysztof narkowicz in ue5-main branch]
1) Editor viewports now display at high DPI by default for better Gen5-console feeling in editor on high DPI monitors.
2) Realtime editor viewports now display at screen percentage based on the display pixel count. Fix screen percentage independent of the pixel range could either render not enough pixel at low display resolution or be too slow at high display resolution. Given the level editor viewport can scale in size based on editor user layout preference, monitor, the screen percentage automatically scalling based on display pixel count gives a better experience of quality consistency/GPU cost for rendering frame, especially when going level editor fullscreen with F11 or not. The curve to compute rendering resolution from display resolution is in BaseEngine.ini
3) Non-realtime editor viewports still display at a screen percentage based on OS DPI scale, independent of the display pixel count because use spatial upscaler and therefore need consistent sharpness not worst than editor fonts, but keep same rendering resolution as before to not increase out of GPU memory errors. The performance of potentially rendering at high resolution than a realtime viewport is ignored given the non real-time viewports are not rendering every frame.
4) PIE viewports now override r.ScreenPercentage by default to have consistent resolution quality and performance between realtime editor viewport and gameplay viewport by default without risk of introducing out of GPU memory errors loosing possibly unsaved editor work if the game's graphic settings default to a screen percentage higher. To advertise discoverability of this change, any update to the r.ScreenPercentage cvar will lead to a message display in console/log if overriden by editor settings or dynamic resolution settings.
5) As much as a project can change the default anti-aliasing method, can also configure on a per project basis the default screen percentage behavior in project preference that the editor user can then override locally for his/her own use with his editor settings. For instance mobile only or forward renderer MSAA only video games.
6) When working very high end work-in progress rendering tech project in a econemic context where lattest GPUs are hard to get, the range of GPU performance can vary greatly between contributor of the same projects. To provide more robustness for lowerend GPU of collegues with tech not yet scaling, the project settings now offer a MaxRenderingResolution for editor viewports that can also be overriden on a per user basis.
7) Automated screenshot already takes care of forcing r.ScreenPercentage.
#rb none
#preflight 61e58d4a873f2ea48f33facd
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18633512 in //UE5/Release-5.0/... via CL 18633532 via CL 18633538
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637384 by guillaume abadie in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
- Keep a reference to the data layers actor in the level to ensure initial loading.
- Always create a data layers actor when creating a new partitioned world.
#rb richard.malo
[CL 16183601 by JeanFrancois Dube in ue5-main branch]
- Keep a reference to the data layers actor in the level to ensure initial loading.
- Always create a data layers actor when creating a new partitioned world.
#rb richard.malo
#preflight 608c0838a0d23c000116164c
[CL 16168385 by JeanFrancois Dube in ue5-main branch]
#rb marcus.wassmer
#jira none
#ushell-cherrypick of 13902523 by Guillaume.Abadie
#ROBOMERGE-OWNER: guillaume.abadie
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 13910862 via CL 13910902 via CL 13910917 via CL 13911228 via CL 13988268
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Staging) (v718-13788717)
#ushell-cherrypick of 14080844 by guillaume.abadie
[CL 14167753 by Guillaume Abadie in ue5-main branch]