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Bir çeviri sorunu bildirin
Ray Reconstruction will help at some weak points such as blurring reflections while in motion.
What is destination resolution selection ? :) And you need to enable frame generation to run this mode :)
Thank you for your opinion, I think ray reconstruction will be available after the next Unreal update :)
Thank you !
I am using 4k TV as my monitor, I can not find screen resolution selection in Desordre, so, I assume, game is using my desktop resolution, which is 3840x2160. With DLSS2 enabled, game of course renders at lower resolution, but it is not enough ;) Normally, for games, I am using 1440p or even 1080p screen resolution, especially for full RT/pathtracing games (Cyberpunk 2077, Portal RTX, Quake II RTX, ...).
Actually, I don't like frame generation, because it is not vsynced.
To sum it up: I just want game to set my monitor resolution to 1440p (like almost every game can do), and then enable DLSS2. I know, it is 'double upscaling' - but it is ok for me, I am about 2.5 m from my screen ;)
The game actually uses the desktop resolution as a reference, so to play in 1440p in the game, you need to change this directly from the desktop or play in windowed mode.
The cubes cast light and reflections and the GI and reflections are more accurate and go much, much further than before. No more lighting pop in.
Even with DLSS Ultra Performance the image quality is moszly good on a 65 inch UHD screen at 2,7 meters distance. DLSS Ultra Performance runs fast too.
Is it intended that the cubes emit such a reddish light or should it be rather white?
Yes, it's intentional that the cubes project a red light :)
That was the only problem i encountered. This is really fantastic. Can you further describe how you changed the lighting system to Pathtracing?
Thank you, I will go check to correct the trees that are not reflecting in the last chapter. For the implementation of path tracing, I am using NVIDIA's restir gi and restir di combined together :)
Nvidia offers a customized version of Unreal Engine on GitHub, which integrates their proprietary technologies. However, the documentation is rather challenging to navigate, and the setup requires unique configurations. Implementing this into a full-fledged game while maintaining other rendering options like Lumen has proven to be an intricate task. On a separate note, Epic Games has introduced a feature that enables ray tracing to be applied directly to Nanite meshes instead of proxies. While this opens up new avenues for visual modes, the performance cost can be prohibitively high depending on the polygon count.
In the final 1.3.0 version switching Pathtracing on/off will switch back to the display tab. That wasnt a problem in the beta.