15% is a huge difference for VR projects.
That completely arbitary made up number. And even it would be accurate number tâs only 15% of shadow depth pass. Which is usually 10-30% depending on scene. So 1.5-4.5%.
One reason CEâs architecture allows for more optimized lighting is because of their target market. Some of Crytekâs market are players and developers in Russia and Europe. On average the hardware that these users have are not as capable as players and developers have in the U.S. So they have to optimize the engine so that their games will run on their machines as well. This is what I heard in one of Crytekâs videos lately. After the release of there latest game.
At least we know that GI is a big focus now!
And I asked:
Are you referring to Luoshuangâs GPU lightmass or something truly interactive like the GPU progressive lightmappers from Unity and Frostbite?
See?! Fortnite revenue might bring benefits for all of us
Now if only theyâd get rid of all those bots trying to steal accounts I would feel less paranoidâŚ
And canât forget about the many âwonât fixâ reports, they scare the heck out of me⌠What if someday something I canât fix myself (mostly graphics code) is blocking us from shipping and is labeled âwonât fixâ??
You Sir, might be the highlight of my day. Happy face
Great news. Our voices have been heard at last. Fortnite revenues will for sure have a positive impact on how the engine evolves.
Or cause the demise of Epic as they start to become too Greedy, donât get excited until we something official from Epic
At the very least it would be nice if they improve lightmass, what Iâd like from that is some speed improvementsâand the ability for lighting data to be shared between objects so you donât get the weird lighting variations
It would nice if they could make lightmass more extensible/less obtuse so others could do like Luoshuang and plug their own lightmappers into it.
Any improvements to lightmass is still not going to make it usable for open world environments. I wonder what kind of project file size weâd be looking at if we use lightmass on an 8x8 kilometers game world (if we donât die of old age before lighting is built).
Itâs better to ask that super caliber team to do IBL first so people can actually use it for large outdoors, then work on new hypemass features thatâd be used for next gdc floor.
I agree. not sure why people get excited with new potential Lightmass improvements when itâs mentioned in these threads about dynamic GI
btw I had a shot at the IBL thing I mentioned with reflection captures.
I was able to make reflection captures show up as lighting but the results are worse than I expected. captures can âseeâ to infinity which means any bright spots will leak inside windows/doors/etc indefinitely, no matter how far they are (Iâd probably need a âmaximum render view distanceâ for captures, but then it wouldnât work for reflections anymore. alternatively if captures had depth Iâd be able to filter out far objects by distance, but I doubt probes have depth information).
aside from that thereâs a big issue that capturing probes will accumulate over themselves each time you capture them, since they are already affecting the scene as lighting. as such, I have to turn them off every time I want to recapture and then turn them on again.
these issues severely affect its feasability, and the more engine changes I have to make, the less chance that it would ever get accepted as a pull request (chances are already slim, since they removed the DiffuseFromCaptures feature in the first place)
in any case Iâm focused on other things at the moment so I canât work on this currently. but if thereâs interest I can at least post some screenshots of my progress
haha hypemass
this is not true. Why do you keep making stuff up?
http://wili.cc/research/quantum_breaâŚ015_Remedy.pdf
No it doesnât. Tomb Raider lighting tech is completely separate from VXAO. All it does is add accurate shadowing and increase the directional sun brightness.
Another made up statement by you.
If we got megatextures+GPU lightmass, you could use it for large outdoor environments. Also hybrid approaches are a possibility.
I donât see how that would change anything. The issue with using baked lighting for large environments is not just the capability (though GPU rendering would have that issue) itâs how much storage space it would take once itâs done.
Makes perfect sense overall, but as mentioned already disk size would be inflated considerably, but for lightmap texel density it may be acceptable.
But what is more important, that open world quite commonly means also dynamic world. In case of latter, that would be useless.
He said âbiggerâ than progressive baking.
And isnât RTXâŚ
The hype is set.
Technically, it could be realtime GI called Lightmass 2
Itâs better than Lightmass,
Itâs not RTX,
Itâs not dynamic G.I
Let me guessâŚ
What type of lighting advancements would Epicâs next game require? Given their next game is definitely not a big open world. ^^