UE4 Raytracing for Games
summary
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.
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chapters (11)
- 0:00Introduction to ray tracing
- 2:26Hybrid rendering features
- 5:41Setting up lighting tools
- 10:35Lighting performance analysis
- 15:03Implementing reflections
- 18:44Translucency and GI
- 23:31Optimization strategies
- 28:19Material and ray coherency
- 32:02Mesh and shader optimization
- 37:26Content creation best practices
- 40:45Conclusion and wrap-up
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