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- new ParallelFor loop builds array of indices of relevant static/dynamic primitives - modified GatherRayTracingRelevantPrimitives_ComputeLOD to loop over indices and setup FRelevantPrimitive of each static primitive - relevant dynamic primitives don't use FRelevantPrimitive at all since most of the fields are not relevant for dynamic primitives (only index is relevant) - using ParallelFor is not compatible with the optimization that skipped ERayTracingPrimitiveFlags::UnsupportedProxyType using the TypeOffsetTable however ParallelFor should be faster in most projects (for example CitySample has fewer than 100 unsupported proxies) Performance: - City Sample (console): 0.72ms -> 0.34ms - Electric Dreams Sample (PC with 64 cores): 2.4ms -> 0.15ms #rb aleksander.netzel [CL 30854373 by tiago costa in ue5-main branch]