The first post was 8 months ago, in the meantime Epic released the RTX Ray tracing version but I didn't find any news about the new Lightmass.
I didn't find any mention in the Roadmap either, any news?
Also Luoshuang prototype is also working only on Nvidia GPU, we can expect the same from the new Lightmass?
seems UE4 is getting SSGI soon. nice alternative for non-RTX
I hope EPIC devs will renew LPV code too as it would be no issues with screen space bending artifacts and combined with screen space GI it would give good GI blending. If it is possible technically at all.
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I hope EPIC devs will renew LPV code too as it would be no issues with screen space bending artifacts and combined with screen space GI it would give good GI blending. If it is possible technically at all.
I agree for some games LPV does the job and it's the less intensive, i also would like LPV to be renewed.
seems UE4 is getting SSGI soon. nice alternative for non-RTX
OH MY GOD THAT'S AMAZING! I was afraid real time GI would only be available for RTX but I'm so glad they also came up with a solution for non-RTX. I'm so freakin' excited now!
Looks great! Is it possible however to only use SSGI for exteriors instead of pairing it with LPV? Can SSGI alone get rid of the pitch black shadows in the foliage like LPV, SVOGI and VXGI do? My game uses a combination of interiors and exteriors with no loading times in between, and LPV sucks for interiors with all the leaking so I'd like to avoid using it at all costs.
Looks great! Is it possible however to only use SSGI for exteriors instead of pairing it with LPV? Can SSGI alone get rid of the pitch black shadows in the foliage like LPV, SVOGI and VXGI do? My game uses a combination of interiors and exteriors with no loading times in between, and LPV sucks for interiors with all the leaking so I'd like to avoid using it at all costs.
You can use it alone but then you won't get bounces from offscreen regions. It's rather subtle compared to other techniques. You should try it out though. It may suit your needs depending on how you're setting up your light.
I made some tests combining SSGI + volumetric lightmaps https://youtu.be/ZD9oySf6LWw
It's not full dynamic and kinda physically inaccurate... But with some artistic tweaking it may add improve realism on top of the regular solution (volumetric lightmaps + DF indirect shadows). Better SS occlusion and some bouncing lights from dynamic materials.
So in fact it's not needed to have a Nvidia GPU for ray traced GI.
Hope this kind of solutions will spread among other players to push Epic implementing something not dependent from a single vendor.
So in fact it's not needed to have a Nvidia GPU for ray traced GI.
Hope this kind of solutions will spread among other players to push Epic implementing something not dependent from a single vendor.
I will believe this if I can download a demo executable and see for myself.
Nilson Lima Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios Join us at Discord: https://discord.gg/FUwTvzr
The main issue with that CryEngine video is that it does not show which resolution (I know the video is in 4k) and which is the framerate to achieve that, remember that all you need to create a cinematic like that is 30 FPS, which is still real time. It also says reflections, nothing about shadows. Also will that work on consoles?
Nilson Lima Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios Join us at Discord: https://discord.gg/FUwTvzr
So in fact it's not needed to have a Nvidia GPU for ray traced GI.
Hope this kind of solutions will spread among other players to push Epic implementing something not dependent from a single vendor.
I always knew this whole RTX thing was a money grab.
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