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AquaRay Raytracing Renderer for Unreal Engine 5.2.1 (WIP)

A Custom Realtime Raytracing Renderer for Unreal Engine 5.2.1 Built for my Upcoming Project(s)
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Current state of the Project

  • I am currently working on the next Phase of the Project
  • When the next phase reaches a working state, a new repository will be created. EDIT: New repo is up (Account must be linked to Epic Games Organization, Login Required): https://github.com/Dechetmew/MGFX_UnrealEngine/tree/mgfx_ue5.2.1
  • Therefore this repository will be abandoned/left here for public viewing and as access point to the new repo

Update 13.1

  • (C++) Fixed Console Command Spam
  • (C++) Fixed StaticFindObjectFast() crashes (I hope)
  • Reduced Shadow Artifact Issues

Check changelog.txt for previous versions

Current Features

  • Whitted Style Raytracing
  • Direct Lighting With Point Light Support
  • Simple One-Raypath Shadows
  • Reflections & Translucency up to 10 steps
  • Reflected Direct Lighting
  • Simple Fog
  • Water

Performance Target: 60fps at 1440x1080 Resolution on Nvidia RTX 3050 (at Native Resolution with No Temporal Accumulation, Upscaling or FrameGen)
Current Performance Result: 75-80fps in Medium Complexity scenes. Shaders are currently compiled without optimization so the Final result may run faster. Framerate Heavily depends on whats on the screen

GPU Requirements:

  • DirectX 12 Support
  • Hardware Raytracing Support

Going Forward

Phase 1:

  • This is phase one of this project, here Im experimenting with Raytracing, Rendering tricks and Identifying the needs for a full pipeline
  • One-Shader Implementation without Indirect Lighting

Phase 2:

  • The following phase will be a full push towards a production ready Raytracing Renderer
  • New Unreal Engine fork repo with Renderer already embeded
  • Low Resolution Indirect Lighting pass
  • Translucency Reflection/TIR Juniction
  • Roughness Support
  • Ray Magnets for Indirect Lighting
  • Custom Post Process Passes for DoF, Tonemapping and Antialiasing
  • Optional Checkerboard Rendering mode for GPUs below target spec
  • Vulkan Support (if possible)

QA:
Why is this not a Plugin?: Overriding Vannila Unreal Rendering is Impossible using a Plugin. Any Renderer of this scale must be done via Modifying Unreal Source
Can you Update the Renderer to a Higher Unreal Version?: I dont have a reason yet, but I think this code can be ported easily with (maybe) minimal changes up to (as of writing) 5.8.0.

How to Install

EDIT: If your Github account is linked to Epic Games Organization, You can download Full 5.2.1 Source with AquaRay here (login required): https://github.com/Dechetmew/MGFX_UnrealEngine/tree/5.2.1-legacy-aquaray-v13.1
Otherwise Follow the wiki for Installation:
Install: Unreal Engine Source
Install: Fixing Existing Engine Issues
Install: Installing AquaRay

Credits

The Sample project uses:
-Skyboxes from PolyHaven
-Some Models by the Stanford University

Gallery

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About

DXR Realtime Raytracing Renderer for Unreal Engine 5.2.1 Built for my Upcoming Projects. Work In (Very Slow) Progress

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