-
Posts
23,089 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by Josh
-
-
The array might be unnecessary if the texture cache is already providing the same functionality. Still testing this, I am not getting good performance with imageStore() in a compute shader right now.
-
-
5 hours ago, Genebris said:
So the problem is not just moving objects affecting GI but even moving objects receiving GI from static objects?
My inspiration came and I thought of a clever solution.
- 1
-
-
Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
4 hours ago, Genebris said:Well, Unity or Leadwerks don't even have realtime GI systems so it's hard to compare.
Apparently, Unreal's GI is too slow for VR.
-
Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
15 minutes ago, IceBurger said:Is this still true with all the lighting development you have been doing?
I have not done any benchmarks yet of the GI system. I'm trying to make it very fast.
- 1
-
-
-
-
-
5 minutes ago, Vida Marcell said:
oh, is there any chance you show me that?
And there is a 100% chance of that, because I already have. The default material above has metalness = 0 and roughness = 1.0.
- 1
-
4 minutes ago, Vida Marcell said:
How soon will this work with pbr materials?
In zero seconds, because it already does.
- 3
-
-
-
-
Here you can see one single ray working. A sharp image of the dragon appears on the wall, and the floor is visible reflected off the bottom of the dragon's jaw. This will be expanded into many rays for smooth diffuse GI:
Since I will only updating a little bit at a time each frame, instead of three large cone step rays I will be using many small ones, maybe 16 or 32. This is sort of halfway in between conventional path tracing and cone step tracing.
- 1
-
2 hours ago, havenphillip said:
I mean initially you said the engine would be super fast. After all the things you've added is it what you had anticipated?
Yeah, of course. The only question is how much the specular reflection in the GI will cost, but that's something we did not have before at all.
- 2
-
51 minutes ago, havenphillip said:
How is the engine speed after adding all that lighting and shadows?
Direct lighting is very fast. It has basically no impact. See page 10:
https://www.xcdsystem.com/iitsec/proceedings/index.cfm?Year=2021&CID=862&AbID=96809- 2
-
1 hour ago, Marcousik said:
@Josh Any idea on an hypothetical "loading bar" on which prozent the ultra engine actually is, if 100% means the releasing state ?
85%
-
No, that is too expensive, I would never make money with that price.
- 1
-
3 minutes ago, Cromartie said:
ok)), and the license in steam?
I don't know if it will be on Steam.
-
8 minutes ago, Cromartie said:
Hi Josh, how much will the Ultra engine non steam license cost?
- 1
-
@MarcousikI have the reflectivity of all materials turned way up to make the reflections easily visible.
-
Well, we have reflections appearing on dynamic objects, no matter what. But making dynamic objects appear in reflections is what I mean.
Shadow Filtering
in Development Blog
A blog by Josh in General
Posted
It looks like I overlooked the performance cost of blurring the shadow image. The jury is still out on whether the compute shader with imageStore() is faster than a fragment shader, but I think VSMs are going to be the high-quality option. Regular depth shadow maps have almost no performance cost on low-end hardware but don't look as nice.
The final scene render for VSMs is in fact faster, so if the shadow is static the VSM becomes faster, but redrawing a variance shadow map incurs a pretty significant cost, on low-end hardware at least.