A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Discussion in 'HDRP Ray Tracing' started by SebLagarde, Apr 4, 2019.
Next stuff I add to off line system:
Some more days on benchmark scene - now with actual FPS at 2560x1080 on 2080Ti. GI in "Quality" mode (single bounce, but still it's too heavy; "Performance" mode is broken for now). And captured using OBS studio (Unity Recorder makes Timeline events shoot in wrong time ... or Pegasus camera addon didn't compatible with Recorder):
Now it's much more accurate but... missing a lot of good shots from the first version. Meh, some more work to do XD
Lex4art looks good! Gi is not accurate but for exteriors is not that important as for interiors.
This is alpha HDRP 10.x ?
Thanks! Yep, this is latest 10.x
Great job on last Beta update! You really crash code
GI from background only.
Also LEM works very good! Really great progress in HDRP 10.x
For what it is and how to use: Probe Volume Controller?
Where do I find the denoiser?
Does Amplify shaders work with DXR?
Its very confusion the settings. There's a global place to enable raytracing, but then each thing also has its own setting for enabling raytracing.
If you have the global one on, it should just say everywhere else its on. Like it is now, I have my global one on, but on each other thing it says its off, making things confusing
newguy123 - those questions mostly covered in ray tracing documentation: https://docs.unity3d.com/Packages/c...email@example.com/manual/Ray-Tracing-Getting-Started.html (pick your HDRP version at top left corner). Don't know about Amplify, though...
No...I mean works but doesn't work in reflection (you get fail recurse: black) They promised support RTX but no idea when...probably not so soon.
When is new feature developing (RTX in this case) that is the best idea to deal with it.
Any ETA for a better denoiser ? (for realtime)
can I use an eGPU with DXR in Unity?
.....or the GPU has to be native in a PC?
I think this is almost the best solution...maybe in future will be a bit better.
Solution for now: better GPU card.
I'm missing a sun disc in the sky. Why am I not seeing the sun disk?
EDIT: Nevermind, found it!
It is very low res however :-(
Nevermind, figured it out.
Just adjust it in the sky resolution settings
Quick first test on my RTX 3080, I'd say it's about a 2.5x jump from RTX 2070 -> RTX 3080.
It's a quite old HDRP version though, today marks exactly 4 months since HDRP 8/9/10 DXR performance mode broke.
There has to be better solutions already, AAA like Metro or Control have basically no noise and very little temporal artifact, except when moving the camera very fast and even then the temporal fade quite a lot faster than Unity does atm
+1 here, feels like classical math is on her last legs there (were you use few smart and very fast formulas to blur noise in real time) but squeezing some more quality & polishing is possible (use curvature buffer data to solve some specific problematic situations with noise? (like on attached image)); maybe neural networks can do real time denoising much better due their ability adapt to very wide range of context, though... But current state of whole real time ray tracing since HDRP 8 release in April feels like "almost dropped" - while HDRP 9 & 10x itself actively developing (even Path tracing got huge attention in last months) there are almost no news in changelogs about real time ray tracing improvements, probably big bad news ahead (like Unreal team gave up on thorough implementation of real time ray tracing same happening with Unity team now ?). Or maybe it's just a seasonal vacation time + Covid-19 hit for Unity team... Or there are very small team dedicated to DXR (because some things got better here and there, like ray tracing shadows filtering/glass reflections)... Compare this progress to SEUS PTGI releases/features (developed by just one person in depression) and there are a lot of reasons for grim thoughts ...
Lex4art computation in real time GI is incredible difficult with GPU. Even more complicate is to make it interpolated.
This is completely different World than CPU. this technology just started....
Also, having some fun prepearing play mode in Buildmark: I've managed to find a sweet spot were I can hide insane denoiser artifacts (huge spots) at distance with short ranged black fog + without sun (direct light) when only emissive textures used ray traced GI is actually very fast and you can spawn hundreds of emissive models as a light sources without much performance loss:
And some more:
What is Buildmark?
I googled it, but cant find anything......
It's an unreleased ray tracing sandbox + benchmark project that I'm working on. First rough version should be available soon but it seems I can't finish it in September... meh...
Something weird I've noticed, DXR performance modes actually work fine on my RTX 3080. I've cleared my library, changed projects, swapped packages, "it just works" on this card. Maybe it's hardware/driver related after all? It has been broken on my RTX 2070 for months, but on other people's RTX 2070s too.
Also I'm still wondering, is there anything that can be done to the Global Illumination denoiser? Something seems off, a lot of detail gets lost, pixels seem to translate with weird offsets. I feel like there's some kind of scaling bug going on and it would actually look a million times better if the denoiser gave a better result.
Can you precise what you mean by "performance mode is broken"? We have tests that validate that the result doesn't change, it is possible that me do not cover everything. However, "it's broken" is not really helpful to locate what is not working for us.
A recent PR was merged that breaks that pattern a bit, i would like to know if these screenshots are with or without the improvement.
When will raytracing be production ready?
Previously (a couple of weeks ago) GI "Performance" mode was obviously broken (like direct light shadows disappearing and scene goes completely black/white at random). With latest version of 10.1.0-26 preview "Performance" mode is stable but it's not a GI - looks like it's sky-colored ambient occlusion, actual GI light bounces are missing:
Here single-bounce "Quality" mode for comparison:
This is yesterday's staging, indeed with PR #1771 that uses SampleDiskCubic. But I have tried both and they give similar results. Most useful GI data 'disappears' or more likely has some kind of misalignment of sampleOffset in DiffuseDenoiser.
Regarding performance mode, on a RTX 2070, the scene gets overexposed (white) because RTGI and RTR are both writing preExposure to the global constant buffer (and overwriting eachother).
Unfortunately, with such little details about your scene and lighting setup it not possible for me to guess where the exact issue is. The best thing would be to share a repro through the bug report system and i'll look at your scene to understand why such a difference.
The first thing that disturbs me is that your ray length is 10 meters and your scene seems to be at a significantly lager scale. I would recommend using the "High" Preset instead of the custom mode to setup the RTGI.
For instance, if i take the small office, set the directional light's intensity to 1e6 lux and compare the RTGI's contribution in perf and quality modes. While some very small differences being visible (the translucency of the plants is not supported in Perf, so less green around the plants), the result of both is very close.
Keen eye you have ) - I'm using scene objects downscaled to 1/10 of their original size so 10 meters in GI settings actually means 100 meters in scene (because that weird 50m limit for ray traced GI/reflections/etc is simply not enough for architecture... needed values are 100m ~ 280m in city environment for GI and unlimited distance for reflections with smoothness value around ~0.9-1.0...).
Thanks for comparison screenshots - "Performance" mode obviously working fine there, probably I need to delete "Library" folder/create new overrides preset from scratch to fix my problem (dropped doing this after 3~months of testing 10.x previews because it was not helping).
Upd: nope, "Library" deletion + new overrides from scratch - still no GI in "Performance" mode. Will do a bugreport later today with simplest scene setup with this problem...
I guess we could rethink the management of the max ray length.This is not the first time i hear someone complain about this one.We will log a bug we'll tackle it.
If the problem persists, the best way is to push a repro and we'll look at it to figure out what is happening.
I can't repro the a16+ DXR GI performance mode exposure issue anymore either. I'm still on 2070 Super. I even tried to roll back to drivers and HDRP version where it last broke for me but it still kept working now.
There is a dependency chain here. We need first to have DX12 out of preview, then DXR out of preview then HDRP raytracing will be out of preview. Due to this, current plan if out of preview for 2021.
auzaiffe how you activate RTGI mode?
I've given the modification of DiffuseDenoiser a go to attempt to get rid of the mismatching coordinates
It did however immediately reveal how noisy the RTGI output actually is, but it does seem correct now, perfectly usable when you're using full res or upscaling.
See post below.
"Performance" mode for GI working properly in fresh empty project - so it's not the Library or volume settings, feels more like HDRP configuration files/settings were the source of my problem. Well, another thing to keep in mind while working with preview versions...
Performance is not on par with Quality in regards to the clamp value. I have been using clamp to "brighten" scenes and bring in more GI. I can post a repo of the scene. In my test so far, GI in performance mode is significantly darker - granted it could be my setup. I will try and post screenshots this week (as some are too big for a bug report)
Is it best practice to keep the clamp value at "1" and push "GI" in interiors using area lights? As phyiscal sky and gradient sky does not boost interiors enough on their own.
Below is an example of the differences I am seeing between performance and quality (its apparent even with a clamp value of 1, but gets worse the higher the clamp value)
How did you get the emission to work?
I did some experimenting with ray traced global illumination and reflections because I thought it always looked off.
- Fixed RTGI denoiser mismatched sample scaling
- GGX height-correlated smith masking for RTGI/RTR
- VNDF importance sampling for RTGI/RTR
Removed comparisons, found a couple of mistakes
Hi Guys! If I do not posting images it does`t men I do nothing !
Some test scenes (DXR HDRP 8.x)
Ocean scene contains Atmos Clouding System and Ocean Crest.
Everything full DXR.
Soon I will start testing beta HDRP 10.x.
I'm also wondering how you got emission to work. I can get it to do something using extremely high intensity values, but that makes the bloom go crazy.
It's just a combination between optimal exposure value, emissive material brightness value, GI with clamp 2 or higher (but noise...) and bloom settings:
The optimal settings window is very narrow, one step and it's looks poor or emissive effect is too weak. Note that those settings valid only for completely dark environment + GI distance is 10 times larger in my downscaled scene.
What kind of values do you add in for the Area lights? Same as the sun or less?
Also, am I correct in thinking these area light should be rectangular shaped and its size set to my window openings?
This is standard trick in off line render. You use Area Lights or LEM in windows to boost light inside. I suggest size of the windows glass and position inside room (to avoid not necessary shadowing from windows frames).
This is necessary trick to avoid strong light from outside (increasing Environment light you increase problems for interior scenes like noise, errors, light leaks, splotches). Solution for that is to use Light Portals with Power Shader system.
What is power shader system?
Can't we just use importance sampling in 10.x and use just the sun and sky?
Power Shader is like multiply power of light source (Physical or LEM) with clamp system reduction. For example: You increase Power by value 3 so Sun will have 3 times more light without seeing 3 time more brightness.
This is use in interiors to improve Sun light bounces (dark floor is killer for Sun light). This should be in Unity DXR improvement list also.
Always I use LEM or Area Light in windows, without Light Portals is impossible to get correct GI level. So even with good Importance sampling you should always use support light.