@RyanTorant, good to see that someone still is up to GI research! For me, it was always such a pain in <you-know-where> to see things like tesselation and destruction physics developing - instead of making real-time area GI, soft shadows with variable penumbra (*Although I've heard in 4.5 some dramatic changes are coming!), and shadow-casting light bounces.
Well, since even a PS4 has difficulties running any kind of GI scheme I think we could just forget about mobile GI for this generation.
Seriously guys, forget about it please.
Lightmass is more than fine even for the big games, it's just that people don't want to hustle over UVs and baking time.
@ RyanTorant Great work, I hope you make it work on PS4 (I doubt the Xbone can do it), and why not use the same procedure The tomorrow children used (if you know exactly what they used).
Limited applications, very narrow focus. The technique is very nice, but can only be made possible on very managed environments. It's not suitable for general purposes.
You cannot use that NOW in open ended maps for instance. Applications would be best suited in somewhat enclosed spaces or in very sparsely populated scenes (as the game you linked)
Search posts by DanielW and SVOGI to understand better about it, and why it's not currently possible in a general engine as UE4.
Hopefully it will scale better on future hardware though, so it's not entirely without merits.
In any case mods opened a thread for GI discussions, so let's talk about this over there!
@RyanTorant
I'm extatic to see new developments on this, even if it's not going to get realtime now it could be used to have previews in the viewport without building time and accurate lightmass simulation, and could very well become a path traced lightmapper replacing what we have now.
A world without seams, oh god what a thing this would be.
Limited applications, very narrow focus. The technique is very nice, but can only be made possible on very managed environments. It's not suitable for general purposes.
You cannot use that NOW in open ended maps for instance. Applications would be best suited in somewhat enclosed spaces or in very sparsely populated scenes (as the game you linked)
Search posts by DanielW and SVOGI to understand better about it, and why it's not currently possible in a general engine as UE4.
Hopefully it will scale better on future hardware though, so it's not entirely without merits.
It still will be better than LPV as it currently stands, So I would still love for this to be real-time for users with a rig that can handle it
Limited applications, very narrow focus. The technique is very nice, but can only be made possible on very managed environments. It's not suitable for general purposes.
You cannot use that NOW in open ended maps for instance. Applications would be best suited in somewhat enclosed spaces or in very sparsely populated scenes (as the game you linked)
Search posts by DanielW and SVOGI to understand better about it, and why it's not currently possible in a general engine as UE4.
Hopefully it will scale better on future hardware though, so it's not entirely without merits.
In any case mods opened a thread for GI discussions, so let's talk about this over there!
Well it's all good, but game, you are referring to, is player driven. Players can build anything, anywhere, in any capacity (;. So technique, should scale to actually densely populated environments.
So I think, celverly managin voxels around, should allow to scale technique to any scene. You don't need to voxelize everything, you don't need to do it every frame.
Well it's all good, but game, you are referring to, is player driven. Players can build anything, anywhere, in any capacity (;. So technique, should scale to actually densely populated environments.
So I think, celverly managin voxels around, should allow to scale technique to any scene. You don't need to voxelize everything, you don't need to do it every frame.
Seems cool!
That's probably where the cascades comes into play, where far planes are managed more with ambient terms and close stuff is traced inside voxel space.
I'd love to know about the max object budget the devs are gonna impose to the player, or the culling schemes to not let the ps4 crawl under the pressure.
@RyanTorant
I am really started to wonder if you could theoretically encode the tracing solution and get lightmaps out of that. Replacing Lightmass with a more modern renderer seems like a dream.
That could also be used for ToD, where you basically recapture and accumulate lightmap info every ten seconds or so, and use one full second to build the next step to be interpolated over.
Or maybe support destructibles by having the tracing happen only on geometry that's been modified, saving performance that way. You could use already existent gbuffer masks and constraint the tracing.
What about ray marching in participating media? Do you plan to support this as well?
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