Depth Occlusion: If enabled, the virtual objects will be hidden by the render of the real scene, using the depth of each pixel of the camera. Show Zed Image: If enabled, the ZED Camera/SVO video stream will be rendered in fullscreen in the level viewport at runtime. You may want to ...
Depth Occlusion : If enabled, the virtual objects will be hidden by the render of the real scene, using the depth of each pixel of the camera. Show Zed Image : If enabled, the ZED Camera/SVO video stream will be rendered in fullscreen in the level viewport at runtime. You may want ...
:不支持DepthBufferFech,// 所以申請一张32bit的DepthAux來存Depth// DepthAux一般也是memorylessif(bRequiresSceneDepthAux){ColorTargets.Add(SceneTextures.DepthAux.Target);}}TArrayView<FRDGTextureRef>BasePassTexturesView=MakeArrayView(ColorTargets);// 设置RenderTarget binding参数// 默认LoadAction为ClearFRe...
}private:constFSceneViewFamily&ViewFamily;volatilefloatGlobalResolutionFraction;volatilefloatGlobalResolutionFractionUpperBound;#pragmaregion ISceneViewFamilyScreenPercentage虚函数实现virtualDynamicRenderScaling::TMap<float> GetResolutionFractionsUpperBound()constoverride;virtualDynamicRenderScaling::TMap<float> GetResolut...
Stat MemUsedAvg MemUsedMax % of Total // FStatManager::RenderMemoryHeadings 如:Stat memory用的是该Title头 Stat CallCount [IncAvg IncMax] [ExcAvg ExcMax] // FStatManager::RenderHierarchicalHeadings 各统计项解释: CallCount :最近60次记录的平均调用次数 ...
6.5.7.2 RenderLumenScreenProbeGather 6.5.7.3 RenderLumenReflections 6.5.7.4 DiffuseIndirectComposite 6.6 其它渲染技术 6.6.1 Temporal Super Resolution 6.6.2 Strata 6.7 本篇总结 特别说明 参考文献 6.5 Lumen 6.5.1 Lumen技术特性 6.2.2.2 Lumen全局动态光照小节已经简介过Lumen的特性,包含间接光照明、天空光、...
Engine SharedPCH - 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\RHI\Public\RHIMemoryLayout.h' is not exporting types so we are ignoring the dependency Engine SharedPCH - 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\RenderCore\Public\UniformBuffer.h' is not expo...
libUnrealEditor-RenderCore.so!RenderingThreadMain(FEvent*) [/home/wasayak117/Downloads/UnrealEngine-release(1)/UnrealEngine-release/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:380] libUnrealEditor-RenderCore.so!FRenderingThread::Run() [/home/wasayak117/Downloads/UnrealEngine-releas...
(即只有当面片真正可见的时候而不是在CPU阶段判断过mesh instance的visibility之后,才会进行材质相关的计算处理),这样可以节省一部分shader编译的工作(Deferred Material名字很合理),此外还可以减少光栅化过程中的shader切换(renderstates切换代价很高),同时尽量降低Shading阶段的overdraw(也不再需要传统管线中的early-z pass...
Changed the height of the automatic spawn points, from 3m to only 0.5m Added pedestrian skeleton to the recorder, as additional data. They will replay with the exact pose. Added multi-GPU feature. Now several servers (with dedicated GPU) can render sensors for the same simulation. Fixed bug...