Commit Graph

970 Commits

Author SHA1 Message Date
Mark Satterthwaite
6e05d1fd35 Remove errant Mac-hack that is no longer required.
[CL 2655002 by Mark Satterthwaite in Main branch]
2015-08-13 14:17:43 -04:00
Martin Mittring
f4c03a94f4 optimized Bloom, threshold pass is only needed if > -1
[CL 2653353 by Martin Mittring in Main branch]
2015-08-12 15:40:02 -04:00
Martin Mittring
2d7dcaef1b fixed typo
[CL 2651531 by Martin Mittring in Main branch]
2015-08-11 14:47:37 -04:00
Martin Mittring
198a9a1f04 fixed typo
[CL 2651530 by Martin Mittring in Main branch]
2015-08-11 14:46:57 -04:00
Martin Mittring
cc01a15e68 fixed UE-18724 Reflection environment CVar should exist for scalability purposes
from CL2459480: ReflectionEnvironment is no longer a cheat CVAR and is available in shipping builds. If you set the cvar to 2 (debug visualization) then it will be assumed to be the same as 1 in shipping builds.

[CL 2651529 by Martin Mittring in Main branch]
2015-08-11 14:46:30 -04:00
Simon Tovey
6163834f0e Fix for Translucent Lighting Crash - UE-18950
GBufferResources were being used in TranslucentShadowDepthPS but not being set. They shouldn't be set as GBuffers aren't valid for this draw.
A similar issue occured a while ago in which the SceneTextureParameters were being used here and caused artefacts in the translucent shadows based on the SceneColor.
I avoided this by setting them to a dummy black texture. This approach won't work for the GBufferResources so I've removed that fix and gone about things differently.
The shader sets a define to have SceneTextureLookup() just return black.
This means the SceneTextures, nor the GBufferResources need be set at all for this draw.

[CL 2651076 by Simon Tovey in Main branch]
2015-08-11 09:35:12 -04:00
Rolando Caloca
9b7385ef87 UE4 - Enable GPU skin caching on PS4
- Minor optimization: Avoid extra UB search on a check()

[CL 2649992 by Rolando Caloca in Main branch]
2015-08-10 16:18:25 -04:00
Ryan Vance
3fe66f523e Added hidden and visible area meshes for the DK2 and Crescent Bay HMDs
Consolidated the visible and hidden area meshes into a single class that can be used by all HMD clients
Some house cleaning

[CL 2648164 by Ryan Vance in Main branch]
2015-08-07 13:50:07 -04:00
Lee Clark
94456191a4 Resolve the Light Accumulation target before using it in the non-tiled reflections so fast clears work.
[CL 2647776 by Lee Clark in Main branch]
2015-08-07 07:54:15 -04:00
Dmitriy Dyomin
f830f1fc27 Exclude depth texture resolve for HTML5
[CL 2647618 by Dmitriy Dyomin in Main branch]
2015-08-07 04:17:26 -04:00
Lee Clark
36106310d9 Removed HalfResReflections CVAR and remaining code as it is no longer used
[CL 2647598 by Lee Clark in Main branch]
2015-08-07 03:34:29 -04:00
Dmitriy Dyomin
554151890f Decals flicker while moving camera on Nexus 5
#jira UE-19508

[CL 2647563 by Dmitriy Dyomin in Main branch]
2015-08-07 02:21:20 -04:00
Allan Bentham
1b93860bd5 Modulated shadow depths are rendered before basepass to avoid a resolve.
fixed metal's handling of scissor RHISetScissorRect( false ,,,, )
#codereview jack.porter

[CL 2646465 by Allan Bentham in Main branch]
2015-08-06 11:18:28 -04:00
Josh Markiewicz
f8d83447e1 #Integration FN->Main from CL#2642868
Engine Source changes

[CL 2645403 by Josh Markiewicz in Main branch]
2015-08-05 15:54:57 -04:00
Ryan Vance
fec728074d Custom HMD post process mesh implementation.
Instead of rendering a full screen quad for post process passes, render a mesh which represents only the screen area visible in the HMD after distortion.
This cuts the cost of post processing ~10-15% with no visible difference.
Initial implementation for the Vive.

[CL 2644327 by Ryan Vance in Main branch]
2015-08-04 19:33:26 -04:00
Martin Mittring
80e2228469 fixed discoloration if showflag for SubsurfaceScattering is off
[CL 2644319 by Martin Mittring in Main branch]
2015-08-04 19:28:33 -04:00
Martin Mittring
f38281ec79 fixed FastBlur radius scaling, causes wrong radius when using r.FastBlurThreshold or changing radius on bloom or DepthOfField
[CL 2643661 by Martin Mittring in Main branch]
2015-08-04 13:32:25 -04:00
Martin Mittring
30a22ac955 fixed UE-19428 Black screen for Player 1 in split screen when project fullsceen
#code_review:Nick.Whiting

[CL 2643615 by Martin Mittring in Main branch]
2015-08-04 13:03:04 -04:00
Allan Bentham
26ec472b14 Enable 32bpp HDR encoding for decals.
#codereview Jack.porter

[CL 2643126 by Allan Bentham in Main branch]
2015-08-04 03:29:25 -04:00
Martin Mittring
6335a072b1 added comment
[CL 2642854 by Martin Mittring in Main branch]
2015-08-03 21:05:01 -04:00
Martin Mittring
a1d935dc91 added new optional GaussianDOF masking with a circular mask, useful for SniperScope, no performance impact if not used
UE-19432 DOF vignette blur

[CL 2642461 by Martin Mittring in Main branch]
2015-08-03 16:46:29 -04:00
Brian Karis
db95aef8fa Fixed bug where it was looking for tonemap shader features that don't exist in the PC path.
Changed the compiled shader options slightly to reflect common use better.

[CL 2642282 by Brian Karis in Main branch]
2015-08-03 14:45:41 -04:00
Gil Gribb
b7d8b9603f Merging 2640056 (plus a few minor fixes)
//depot/UE4-Orion/...

to //depot/UE4/...

UE4 -  rollup of many performance changes

* increased max threads for task graph and added a way to reduce task threads at runtime for testing the optimal number
* added a way to track excessive allocation at runtime without using the memory profiler: LogGameThreadMallocChurn.Enable
* ps4: fixed a few problems with the platform properties, IsRunningGame was returning false
* added inline storage for one delegate in multicast delegates
* fixed excessive allocation on the script stack traceback
* fixed excessive malloc calls throughout the animation system
* added stats throughout the animation system
* reworked parallel queue ticks
* fixed excessive malloc calls in cloth and physics animation systems
* fixed GHitchThresholdCVar
* minor improvements to abtest
* added ability to change thread affinities on the fly so they can be tuned
* cvars to control animrate optimization and spew the results: EnableAnimRateOptimization, SpewAnimRateOptimization, DrawAnimRateOptimization, ForceAnimRate
* optimized malloc calls in cascade and gpu particles
* optimized malloc calls in input system
* removed visual logging and ability log from consoles and fixed a few compile errors related to doing that
* optimized gameplaytags
* added a few cvars to cause stalls in various parts of the pipeline to identify critical paths and bottlenecks: CriticalPathStall.*
* added console command to toggle all known outstanding perf tweaks: Orion.SetupPerfCVars

[CL 2642061 by Gil Gribb in Main branch]
2015-08-03 11:44:45 -04:00
Thomas Sarkanen
e6d8f8ef7d Fixed crash loading Orion in Main
Guarded against missing CVar.

[CL 2641781 by Thomas Sarkanen in Main branch]
2015-08-03 08:26:09 -04:00
Martin Mittring
fcffb8a9cb Improved SubsurfaceScatteringProfile quality, base color is now applied after scattering which gives crisper textures and more control.
This is more correct for scanned textures as they include scattering already. Affects the look of emissive lighting (rarely needed and can be fixed by content). All diffuse lighting for SubsurfaceScatteringProfile is now done without the BaseColor (minor performance cost) and reading the Lighting before the SubsurfaceScattering pass would be different.

Removed the need for a SceneColor alpha channel as lighting is now stored in a checkerboard pattern for diffuse and specular separate. Specular and diffuse lighting on Subsurface materials can appear a bit less crips.

This means the use of 32bit SceneColor (for better performance) is now possible (we might change the defaults soon).

[CL 2640696 by Martin Mittring in Main branch]
2015-07-31 14:26:40 -04:00