~/talk

UE4 Raytracing for Games

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
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slides:none on file

Demo uses UE4.22 with DXR on Windows 1809 and DirectX 12 and enables ray tracing + compute skin cache; a subway demo mixes baked lighting with a few ray‑traced soft shadows and reflections. Soft shadows and rectangular lights perform well; reflections cost heavily (example: reflections at 1 bounce ~120 FPS, 3 bounces ~28 FPS). Key optimizations: set r.RayTracing.Reflections.MaxRayDistance, reduce ScreenPercentage, use Material Instances and instancing, avoid masked materials and dense vegetation; acceleration structures use about ~84 bytes per triangle and run on a single GPU.

AI-written summary · about

  1. 0:00Introduction to ray tracing
  2. 2:26Hybrid rendering features
  3. 5:41Setting up lighting tools
  4. 10:35Lighting performance analysis
  5. 15:03Implementing reflections
  6. 18:44Translucency and GI
  7. 23:31Optimization strategies
  8. 28:19Material and ray coherency
  9. 32:02Mesh and shader optimization
  10. 37:26Content creation best practices
  11. 40:45Conclusion and wrap-up
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