Trepang2

Trepang2

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Rise Jun 21, 2023 @ 6:12pm
Ever gonna get Raytracing/RTGI?
Despite the stealth mechanic being somewhat neglected with aggressive approaches being full-on the preference, it's still hella fun to destroy light sources on levels, either deliberately or with a misthrown grenade. Game's gorgeous, but the room for improvement never fades, and that lies within raytracing. The game already runs great, so adding a support for something like this might be possible without hindering the overall performance too much.
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Showing 1-15 of 25 comments
breadman Jun 21, 2023 @ 6:16pm 
or they could spend dev time on actual content
Camille Jun 22, 2023 @ 12:14am 
I use RTGI via Reshade. Looks amazing. :)
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.
Last edited by Camille; Jun 22, 2023 @ 12:24am
fuegerstef Jun 22, 2023 @ 12:19am 
Originally posted by breadman:
or they could spend dev time on actual content

This.
Rise Jun 22, 2023 @ 7:59am 
Originally posted by 1ch0:
I use RTGI via Reshade. Looks amazing. :)
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.
Reshade?
Nathan Jun 22, 2023 @ 8:05am 
Originally posted by fuegerstef:
Originally posted by breadman:
or they could spend dev time on actual content
This.
Yeah game seems ripe for Mission Pack DLCs, something a bit more than more side missions which seem to all be horde mode skirmish maps.

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)
Camille Jun 22, 2023 @ 8:41am 
Originally posted by Rise:
Reshade?

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.
Rise Jun 22, 2023 @ 10:39am 
Originally posted by Nathan:
Originally posted by fuegerstef:
This.
Yeah game seems ripe for Mission Pack DLCs, something a bit more than more side missions which seem to all be horde mode skirmish maps.

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)
Oh that's based I'm gonna give that a look! Thanks man!
Rise Jun 22, 2023 @ 10:40am 
Originally posted by 1ch0:
Originally posted by Rise:
Reshade?

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.
A forced RT algorhytm that's game-independent? Sounds utopian. I'll investigate, thanks!
Waste of time on UE4 since its RT isn't optimized enough, unless they switch to the NvRTX branch which they won't. Or unless they implement one of NVIDIA's implementations themselves but they won't. There are more important things that this game needs right now anyway.

Originally posted by Rise:
Reshade?

The SSRTGI shader is so limited that it's not worth using I find.
Last edited by Ray tracing is faster; Jun 22, 2023 @ 10:47am
wilsonTrepang  [developer] Jun 22, 2023 @ 10:49am 
This is a possibility in the future perhaps. We actually experimented with a few RTGI solutions, RT shadows and RT reflections around 2020. The GI solutions had too many noticeable artifacts (leaking/popping), especially with how fast the player moves and all the flashing lights everywhere, and had a very heavy performance impact, so we decided to leave it and wait and see if there are improvements someday. Shadows and reflections had way too many artifacts unfortunately, especially with the first person arms/legs, not sure if they would ever be viable for this type of game.
Originally posted by wilsonTrepang:
This is a possibility in the future perhaps. We actually experimented with a few RTGI solutions, RT shadows and RT reflections around 2020. The GI solutions had too many noticeable artifacts (leaking/popping), especially with how fast the player moves and all the flashing lights everywhere, and had a very heavy performance impact, so we decided to leave it and wait and see if there are improvements someday. Shadows and reflections had way too many artifacts unfortunately, especially with the first person arms/legs, not sure if they would ever be viable for this type of game.

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.
Rise Jun 22, 2023 @ 12:16pm 
Originally posted by wilsonTrepang:
This is a possibility in the future perhaps. We actually experimented with a few RTGI solutions, RT shadows and RT reflections around 2020. The GI solutions had too many noticeable artifacts (leaking/popping), especially with how fast the player moves and all the flashing lights everywhere, and had a very heavy performance impact, so we decided to leave it and wait and see if there are improvements someday. Shadows and reflections had way too many artifacts unfortunately, especially with the first person arms/legs, not sure if they would ever be viable for this type of game.
Thanks for the comprehensive reply!

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.
wilsonTrepang  [developer] Jun 22, 2023 @ 12:36pm 
Yup, ideally we're hoping that RTXGI gets some updates to fix the artifacts. Or perhaps another company makes a competing solution that works better? Lumen is pretty neat, but UE5 generally isn't as stable or performant as we'd want it to be, if at any point it does improve though we would possibly consider upgrading.

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.
UE5.2 is a massive improvement but I wouldn't expect a post-game upgrade to UE5 from anyone. But power to you if you do it one day.
Camille Jun 22, 2023 @ 3:55pm 
Originally posted by Rise:
A forced RT algorhytm that's game-independent? Sounds utopian. I'll investigate, thanks!

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/
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Date Posted: Jun 21, 2023 @ 6:12pm
Posts: 25