Commit Graph

15 Commits

Author SHA1 Message Date
Martin Mittring
ac43df7144 hooked up new bloom/gaussianblur setting to BaseScalability.ini
[CL 2583190 by Martin Mittring in Main branch]
2015-06-10 15:32:45 -04:00
Guillaume Abadie
55c1e35e33 UE-13256: Fixes SSAO flicker on small radius by building HZB only by downsampling per 2.
#code_review: Brian.Karis
#code_review: Martin.Mittring

[CL 2549592 by Guillaume Abadie in Main branch]
2015-05-13 16:37:56 -04:00
Daniel Wright
b99d773644 Distance Field AO is now evaluated on a screen grid and using a global distance field for far traces
* Screen grid resolution is 1/8th of primary resolution, but with 4x temporal supersampling through jittering subsample positions.  A longer history filter is required to hide the jittering which can increase ghosting.
* The main benefit of doing cone tracing on a screen grid instead of the previous surface cache is that it's performance is generally constant regardless of camera movement or noisy geometry (foliage)
* A global distance field is now used for cone traces after a certain distance, DFAO is 2-4x faster as a result.
* The global distance field is composed of 4 128^3 clipmaps that follow the camera around
* Clipmaps are scrolled so that only new or dirty regions are updated due to camera or object movement, with close to 0 average GPU cost.  Worst case update cost (camera teleport) is 5ms on 7870.
* The global distance field currently breaks Distance Field GI
* Overall with these changes DFAO in a Fortnite level is 3.4ms on a 7870 (3.8ms on PS4), and 4.0ms in the Kite demo on 7870.

[CL 2546300 by Daniel Wright in Main branch]
2015-05-11 20:04:15 -04:00
Stephan Delmer
6f7661f391 Merging using UE4-Fortnite-To-UE4 from CL 2403093
[CL 2407402 by Stephan Delmer in Main branch]
2015-01-15 11:57:16 -05:00
Martin Mittring
3a65c5d901 improved/optimized SSAO
good: larger radius, cache optimized using HZB, removed border weight code as Z=0 outside the texture works well, removed tweak parameter, defines to customize, single pass looks better
 bad: look changes, can look noisier (with large radius), Using HZB is an approximation which can cause artifacs especially with a smaller radius
 note: quality in PostProcessSettings can be adjusted, without TemporalAA there is more noise/dither pattern, if needed a more sample version can be made

[CL 2399868 by Martin Mittring in Main branch]
2015-01-07 11:01:17 -05:00
Martin Mittring
912e7ee94e no quality loss for bloom in epic setting
[CL 2397643 by Martin Mittring in Main branch]
2015-01-05 10:34:29 -05:00
Daniel Wright
70ff2bff24 Raised default shadowmap resolution to 2048
* Translucent shadows are now half res compared to opaque shadows, to keep memory usage under control
* New memory usage is 8mb for ShadowDepthZ, 8mb for PreshadowCache, 8*2mb for translucent shadow targets (unchanged), 12mb for largest cubemap shadowmap

[CL 2354996 by Daniel Wright in Main branch]
2014-11-10 15:40:54 -05:00
Martin Mittring
6a0bc3ef5b New feature: Cylindrical projection/distortion
r.Upscale.Cylinder 1
  r.ScreenPercentage.Editor 1

[CL 2347514 by Martin Mittring in Main branch]
2014-11-03 16:17:18 -05:00
Simon Tovey
12cb585927 Global CVar for simple scaling of emitter spawn rates.
Bool property to enable/disable in spawn module. Defaults to enabled.
Existing data with constant spawn rates of <= 1.0 have this scaling disabled.

[CL 2317484 by Simon Tovey in Main branch]
2014-10-02 12:30:24 -04:00
Martin Mittring
04475707d1 removed UI Blur (Feature was only used by Fortnite, not fully wokring and complicated the engine internals)
[CL 2292510 by Martin Mittring in Main branch]
2014-09-10 12:31:36 -04:00
Martin Mittring
599cdde389 Optimized ScreenSpaceSubsurface
* Removed extra pass-through pass
* Added scalability option r.SSS.SampleSet 0/1/2, later this can be used per pixel
* added to BaseScalability
* Renamed r.SSSSS to r.SSS.Scale

[CL 2286659 by Martin Mittring in Main branch]
2014-09-05 17:48:09 -04:00
Daniel Wright
44f8b79500 Distance field lighting only enabled on Epic quality
[CL 2284986 by Daniel Wright in Main branch]
2014-09-04 15:36:05 -04:00
Andrew Rodham
7505ca40ff Moved MSAA scalability levels from PostProcessQuality to AntiAliasingQuality
[CL 2119356 by Andrew Rodham in Main branch]
2014-06-27 09:06:32 -04:00
Andrew Rodham
86ce5651d3 MSAA is now reduced or tuned off for lower engine scalability levels.
MSAA levels are as follows: Low: 1, Medium: 1, High: 2, Epic: 4.

Shader enhancements to improve the quality of selection outline are still to come.

[CL 2119160 by Andrew Rodham in Main branch]
2014-06-27 03:49:56 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00