- Upload heightfield bounds tile + relative world position
- Upload heightfield tile + relative world matrices
- Positions are still converted to float when loaded in shader.
#rb none
#preflight 622118eebf662715a8c73d52
#jira none
[CL 19250645 by tiago costa in ue5-main branch]
- Was incorrectly casting rows of FMatrix to FVector4f.
- Cast matrix to FMatrix44f first.
#rb aleksander.netzel
#preflight 621c9c54037be0078c913673
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19171873 via CL 19171875 via CL 19171877 via CL 19172301
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19172357 by tiago costa in ue5-main branch]
- Upload bounds tile + relative world position
- Upload object tile + relative world matrices
- Positions are still converted to float when loaded in shader.
#rb aleksander.netzel
#preflight 6218e94fa77f4c4a4ba5be27
#jira UE-143275
[CL 19146964 by tiago costa in ue5-main branch]
- Required to support LWC.
- Modified GetDistanceFieldInstanceData to output InstanceLocalToPrimitive transforms.
- Apply Proxy->LocalToWorld in ProcessPrimitiveUpdate(...)
#preflight 62166c450f71e491cc0691c7
#rb Krzysztof.Narkowicz
[CL 19094749 by tiago costa in ue5-main branch]
Pullback on Voxel traces for Screen Probes, fixes leaking when resuming a screen trace
#rb Krzysztof.Narkowicz
#jira UE-141204
#preflight 61fb4a6ec431b6aac04e163e
#lockdown Michal.Valient
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18850068 in //UE5/Release-5.0/... via CL 18850157 via CL 18850823
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18850862 by daniel wright in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
* Removed culled DF object copies during culling. Instead now only indices to culled objects are stored
* Refactored DF heightfield object loads into FHeightfieldObjectBounds and FHeightfieldObjectData
This is a step towards optimizing DF culling and reusing this code for Lumen Landscape culling
Perf Reverb on 2080:
* CullMeshSDFObjectsToFrustum 0.04ms->0.03ms (removed DF object copies)
* Other passes didn't change
#preflight 61f5a7b7694910780bd91918
#rb Tiago.Costa
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18789232 in //UE5/Release-5.0/... via CL 18789258 via CL 18789368
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18789821 by krzysztof narkowicz in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
Project
* Ray Lighting Mode - project wide control for ray lighting quality
Post Process Volume
* Lumen Scene Lighting Quality - drives Radiosity gather quality
* Lumen Scene Detail - drives Lumen culling aggressiveness
* Lumen Scene View Distance - controls the distance from the camera that Lumen Scene will be maintained
* Lumen Scene Lighting Update Speed - drives Radiosity gather convergence speed
* Final Gather Lighting Update Speed - drives Final Gather temporal accumulation strength
* Max Trace Distance - the distance that Lumen features will trace through the scene
* Ray Lighting Mode - local control for ray lighting quality
Primitive Component
* Emissive Light Source - provides a hint to Lumen that the mesh has an important lighting contribution and should not be culled
Replaced r.Lumen.MaxTraceDistance with r.Lumen.MaxTraceDistanceScale
Increased MAX_GLOBAL_DF_CLIPMAPS to 6
#rb Krzysztof.Narkowicz
#preflight 61ef58b8ca3de856bce72093
#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18743987 in //UE5/Release-5.0/... via CL 18744701 via CL 18745671
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18745941 by krzysztof narkowicz in ue5-main branch]
Bonus: Saves about 1.1 MS in the current branch.
[at]juan.canada, [at]ryan.vance, [at]patrick.kelly
#preflight 614364b9b5a4fa0001630d89
#lockdown andrew.firth
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: brandon.dawson
#ROBOMERGE-SOURCE: CL 17552671 via CL 17946035 via CL 18363833 via CL 18363966
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18364062 by jon nabozny in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
- Resource states/transitions handled by RDG
- Shader bindings using SHADER_PARAMETER_STRUCT.
Converted data and intermediate buffers to StructuredBuffers.
Removed a lot of unecessary structs from DistanceFiedLightingShared.h
#rb krzysztof.narkowicz
#preflight 61004413ab06550001afad83
#ROBOMERGE-SOURCE: CL 16971682 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16971689 by tiago costa in ue5-release-engine-test branch]
*Don't track modified bounds if they are outside of the interest range of Global Distance Field or Lumen
*Change FBox to FRenderBounds (4 bytes less per box)
*Try to keep PrimitiveModifiedBounds memory allocation based on the last frame's usage
#rb Daniel.Wright
#ROBOMERGE-SOURCE: CL 16697019 via CL 16697029
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16697032 by krzysztof narkowicz in ue5-release-engine-test branch]