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https://imgsli.com/MTg3NTYy
https://imgsli.com/MTg3NTYw
In 4K with adjusted settings, I have around 50 fps with Raytracing. Which is enough for me. On a 6900XT that is.
This.
OP, use SSGI if you you want to experiment, game might already use it but you can always go to
C:\Users\--------\AppData\Local\CPPFPS\Saved\Config\WindowsNoEditor
And open up Engine.ini, add to the bottom with a couple of empty rows below and above this:
[/script/engine.renderersettings]
r.SSGI.Enable=1
r.SSGI.LeakFreeReprojection=1
r.SSGI.Quality=4
(SSGI= screen space global illumination, comes natively with UE4)
Yeah, you have to install Reshade and you need to buy the RTGI Shader from the creator though. But its only 6 bucks.
https://www.patreon.com/mcflypg/posts
Works in every game.
The SSRTGI shader is so limited that it's not worth using I find.
UE4's ray tracing isn't getting more updates, so that probably means it's off the table which is understandable. You guys would have to implement NVIDIA RTXGI, or switch to the NvRTX UE4 branch which has it already but that is likely asking for a lot and not worth the hassle. And there's no point in hoping AMD releases a FidelityFX 2-level radiance cache GI plugin for UE4.
I understand the artifacts that the insanely fast movement and quick turns/flashes would cause. Looking back at Metro Exodus, which was a slow and methodical game, it worked quite well. But with faster paced UE5 titles for example, it's noticable that the raytraced effects "catch on" a little later as the temporal denoising kicks in. UE5's lumen could possibly emulate the GI but for that it would need significant processing power, no matter how well the game is optimized atm. If the migration to UE5 would happen it could be viable, but the speed is simply still be too fast for the GI to adequitely light/Simulate a room when it's on screen.
As for raytraced reflections and shadows... well, shadows are one thing, it's always satisfying to see either high definition soft shadows or crisp, sharp edged ones, but not really as drastic of a change as GI. And reflections are just that. Could look cool in certain scenarios, but certainly not a huge step-up compared to the former.
It's an exciting time right now with all the cool tech coming out, but unfortunately most of it isn't suitable for a fast paced FPS with explosions and sparks flying everywhere. So no promises at the moment, but we're keeping an eye out for any updates or cool new tech we may be able to use in the future.
It works. The shader gets the information from the depthbuffer and even nvidia integrated in their geforce experience.
https://www.wepc.com/how-to/add-ray-tracing-nvidia-ssrtgi/