I found this game's "Ray Traced" reflections to be very lacking when I was checking this game out. After tinkering I've found that this game has supports for RTGI, RTAO, RT Shadows, Better RT Reflections, and it also has support for Path Tracing.
Enabling Ray Tracing makes this game's "mood" look like how I expected a Persona 3 remake to look. I am in no way a developer and don't know anything about optimization. There are a ton of raytracing variable built into this version of UE4, but I don't know jack shit about what most of them do.
Since this game seems to lack a denoiser, I have to rely on higher samples per pixel to eliminate artifacts. I used a low sample for the screen shot below just so I could maintain high frame rates, so excuse the graininess.
I'm also having issues with lights inside of vending machines having no emission whatsoever. Path tracing does an amazing job of light emission, but it has it's own issues of not having AO not working and some objects being overly bright in dark areas.
I'm posting this to see if anyone could possibly add some insight on this. I'd like to make a engine.ini file that people can download to enjoy, but it isn't in a state that I feel could enjoyed. If any Devs out there with any experience in UE4 could offer some insight on RT or PT variables, that would be great! Or maybe Dictator might have some insight.
Thanks!
Default Game
Ray Traced
I've stopped pursuing Path Tracing because of how taxing it is even on the 4090, and without a proper denoiser it falls apart in motion because of how grainy everything becomes and things not being rendered properly. But here is a shot in what's supposed to be a dimly lit area:
Default
Path Traced
I do know that factors play into features like this being omitted. After talking to people in the industry, the most common reasons outside of talent/resources are:
Well, if anyone has any suggestions on how to make this better I'm all ears.
Enabling Ray Tracing makes this game's "mood" look like how I expected a Persona 3 remake to look. I am in no way a developer and don't know anything about optimization. There are a ton of raytracing variable built into this version of UE4, but I don't know jack shit about what most of them do.
Since this game seems to lack a denoiser, I have to rely on higher samples per pixel to eliminate artifacts. I used a low sample for the screen shot below just so I could maintain high frame rates, so excuse the graininess.
I'm also having issues with lights inside of vending machines having no emission whatsoever. Path tracing does an amazing job of light emission, but it has it's own issues of not having AO not working and some objects being overly bright in dark areas.
I'm posting this to see if anyone could possibly add some insight on this. I'd like to make a engine.ini file that people can download to enjoy, but it isn't in a state that I feel could enjoyed. If any Devs out there with any experience in UE4 could offer some insight on RT or PT variables, that would be great! Or maybe Dictator might have some insight.
Thanks!
Default Game
Ray Traced
I've stopped pursuing Path Tracing because of how taxing it is even on the 4090, and without a proper denoiser it falls apart in motion because of how grainy everything becomes and things not being rendered properly. But here is a shot in what's supposed to be a dimly lit area:
Default
Path Traced
I do know that factors play into features like this being omitted. After talking to people in the industry, the most common reasons outside of talent/resources are:
- Platform parity
- Minimizing performance complaints from consumers
- The player-base that can run this is too small for the effort
Well, if anyone has any suggestions on how to make this better I'm all ears.