UE5.3 (FSR2.2) VR Lumen & Nanite Deferred at 90FPS!

Ойындар

Going over finally being at a production ready state with Unreal Engine 5 and VR with Lumen Global Illumination.
Patreon - / wildoxstudios
Discord - / discord
AMD FSR UE Performance guide
gpuopen.com/learn/unreal-engi...

Пікірлер: 23

  • @WildOxStudios
    @WildOxStudios7 ай бұрын

    Forgot to mention in the video to change your caching model in project settings for lumen to global vs detail tracing. Happy developing :) Also check out the patreon (in video description) for a link to download a testing project to see how things perform for you.

  • @GASTGamersDaBest

    @GASTGamersDaBest

    6 ай бұрын

    Hi! Ive been trying to follow your method with fsr3 (frame gen off) But I'm getting double the lumen screen probe cost at 8ms on a 3060ti which isnt that much slower than 2080ti. Ive added a post process volume with the settings you've shown but can't verify if it is working.

  • @FPChris
    @FPChris5 ай бұрын

    If I pick up a gun it changes to a VERY low poly model at about my arm's length. Where would you adjust that? Thanks. I set quality and it's still a bit blurry. I guess I need to dig deeper. EDIT: I also had an issue migrating two nanite models to this project. The "got stuck" in low poly mesh. I deleted the models, reimported the FBXs, and enabled nanite on them manually and they worked high res again.

  • @WildOxStudios

    @WildOxStudios

    5 ай бұрын

    Yes the LOD settings for the example gun in the VR template are quite aggressive. You could have modified the LOD group in the mesh editor for the gun to correct it

  • @ja.consultoria4.0
    @ja.consultoria4.07 ай бұрын

    Is it possible to create VR without the glasses? Kind of impossibly expensive for me at the moment.

  • @WildOxStudios

    @WildOxStudios

    7 ай бұрын

    It’s not impossible but it is very hard to understand the experience without being able to go through the motions. My current development environment involves a flat testing character that has grip logic via mouse inputs (a fps testing character that simulates VR controllers)

  • @flaviogonzalez5068
    @flaviogonzalez5068Ай бұрын

    many thanks, which VR headset are you using there?

  • @WildOxStudios

    @WildOxStudios

    Ай бұрын

    Vive pro is being used in this video but I also use a lot of quest 3 for playing. It’s easier not to deal with steamlink during dev

  • @flaviogonzalez5068

    @flaviogonzalez5068

    Ай бұрын

    @@WildOxStudios very kind for replying, appreciate it

  • @ibrews
    @ibrews6 ай бұрын

    Cool! Does this require an AMD GPU? How does performance compare to DLSS ?

  • @WildOxStudios

    @WildOxStudios

    6 ай бұрын

    This was done on a rtx 2080 ti which is nvidia 😎

  • @ibrews

    @ibrews

    6 ай бұрын

    @@WildOxStudios nice! Do you think it’s better than DLSS ??

  • @WildOxStudios

    @WildOxStudios

    6 ай бұрын

    @@ibrews I’m doing a video soon on DLSS but currently dlss is honestly having issues with stability and stereo (vr) so you’ll likely need source unless it’s more stable in ue5.4 so I guess the short answer is yes it’s better currently

  • @ibrews

    @ibrews

    6 ай бұрын

    @@WildOxStudios oh DLSS has been working great for us in VR. Hm!

  • @WildOxStudios

    @WildOxStudios

    6 ай бұрын

    Oh nice 👍🏼 you on 5.3 binary (launcher) or source main? I guess I should also ask if your on integrated dlss plugin or the 3.5 download directly from nvidia? UE5.2 was running fine for a while after the UE5.1 issues were resolved but I want to be able to swap between DLSS and FSR so it could be related to both plugins being enabled. Once I finish setting up an example UE5 project with both FSR and DLSS with the ability to swap between both I'll post a video with updated findings.

  • @jermygod
    @jermygod7 ай бұрын

    Is there a way to remove (reduce) FSR artifacts?

  • @WildOxStudios

    @WildOxStudios

    7 ай бұрын

    The quality setting command for fsr has the lowest artifacts and looks really good. You’ll just need to lower screen percentage manually to hit frames on a 2070 after applying that setting

  • @marcmordelet
    @marcmordelet2 ай бұрын

    A new tutorial where the person stops when it doesn't work and everything is blurry... quickly, they cut the video and... tadaaaaa, miraculously it's no longer blurry, just by adding a post-process that has nothing to do with it.

  • @WildOxStudios

    @WildOxStudios

    2 ай бұрын

    I provide the entire project on github and explain why it was blury in the video after figuring out what the issue was. Pay attention to the cvar changes because they “override” the screen percentage value. The post process settings are to reduce the lumen cost of the scene gather. The blurred image quality was due to not having screen percentage set properly. Also on a side note there is a more recent update to FSR and if your on nvidia then you’ll want the latest dlss instead as you’ll get better performance on nvidia hardware. I’m genuinely passionate and trying to be helpful and go over some very new rather rare VR configurations vs Forward rendering and msaa. I’m sorry if anything came off as unclear, dishonest or insensitive to the viewers time as spending time hunting down the issue during the video isn’t always the best option either.

  • @marcmordelet

    @marcmordelet

    2 ай бұрын

    @@WildOxStudios I'm sorry, my comment was inappropriate and due to unjustified frustration (probably from staring at screens for too long). Thank you for the tutorial and for helping people.

  • @WildOxStudios

    @WildOxStudios

    2 ай бұрын

    @@marcmordelet all is well and good. We are all human and to be honest it wouldn’t be my first time getting a little frustrated at the engine either 😎😂 thanks for the feedback and the follow up.

  • @hazebanga
    @hazebanga3 ай бұрын

    tsr is better than MSAA in VR

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