- issue
- D3D validation errors encountered on depth bound range
- fog in the Lyra front end exposes the issue
- fix
- clamp the depth bounds range set by the fog pass
- add checks to RHI validation layer to catch future issues
#rb Benjamin.Rouveyrol
#jira UE-161036
#preflight 62fc1ebccf7afa018bbe5eca
[CL 21445399 by eric mcdaniel in ue5-main branch]
Added more draw call catregories to stat drawcount to account for some major drawcalls that are being missed.
[REVIEW] [at]Andrew.Ladenberger, [at]Stu.McKenna, [at]Mickael.Gilabert
[FYI] [at]Bryce.Lumpkin
#RNX
#RB Stu McKenna
#ROBOMERGE-OWNER: brant.french
#ROBOMERGE-AUTHOR: brant.french
#ROBOMERGE-SOURCE: CL 21324342 via CL 21326795 via CL 21327209 via CL 21327371
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21329348 by brant french 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]
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]
Ran enginetest and other manual test with vfog, texture inscattering.
Preflight https://horde.devtools.epicgames.com/job/61af58e6813adc3fbb2fcb61
#rb none
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18394243 in //UE5/Release-5.0/... via CL 18394266
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18394273 by sebastien hillaire 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]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
- Refactored RDG to support free-threaded execution of passes.
- Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.
#rb christopher.waters
#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16838724 by zach bethel in ue5-release-engine-test branch]
1. Jitter the offset of the sample position when writing to the light scattering volume texture, controlled with new cvar r.VolumetricFog.LightScatteringSampleJitterMultiplier
2. Per-pixel upsampling noise when reading from the volume texture, controlled with new cvar r.VolumetricFog.UpsampleJitterMultiplier
Occupancy is the same and overhead minimal.
Thanks to The Coalition!
#rb none
[CL 16546528 by Sebastien Hillaire in ue5-main branch]