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Global Illumination in other engines [ UNIGINE ]

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    Yep. Which was prior to just a single (new senior?) programmer coding their GI. Sometimes it just takes one xD
    https://www.artstation.com/chesire

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      Originally posted by Chesire View Post
      Crytek has always been ahead of the pack where it comes to advancements in real-time visuals. They had Prism-Pom years before UE4 even got POM. A very workable and quite impressive Voxel GI (that also popped up out of nowhere btw, not listed on the roadmap as in development) where UE4 'traded' for LPV's
      I have no doubt this is real too. Perhaps things were communicated rather clumsy without any malicious intend. Very possible.
      Pity it comes from a company that is now mostly known for its exceptional talent to wreck itself but hope it will help in the push to make the hardware cheaper regardless.
      I have no doubt they have it, will have it, just look at their ocean its gorgeous w /incredible caustics, hard to complain about that for free plus its very performant-but I've only been there recently as I started there a yr plus ago and switched and have an incredible project with LY, which was a mistake I think ( not the levels), trying out various systems, curious.

      But everyday without fail, I run Ue4.
      Last edited by neighborlee; 05-01-2019, 10:31 PM.
      Solo but Seismic - feel free to apply
      https://neighborlee1.wixsite.com/theheartseed

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        So... are LPVs back?
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          i hope some day we baked scene in ue4 with dxr technology without lightmaps!!!!!

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            Baked lighting is not dynamic, fake therefore.
            Originally posted by II_ADN_II View Post
            So... are LPVs back?
            Better yet, why were they removed,,if rtx isn't here yet
            Solo but Seismic - feel free to apply
            https://neighborlee1.wixsite.com/theheartseed

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              Originally posted by Chosker View Post

              well they must have *something* (I'd say few raytrace rays on few objects/pixels) - and I would expect it to make it into CryEngine eventually, otherwise claiming real time reflections would eventually backfire. funny part is their roadmap has no mention of raytracing at all
              So, they decided to reveal (sort of...) how they did. Realize that the video made public was in 4K, but they revealed the demo ran in realtime with Vega 56 at 1080p @ 30FPS only. Article here: https://www.cryengine.com/news/how-w...gine-and-more#

              Still no executable for people to try it out What they are hiding?
              Nilson Lima
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                Originally posted by NilsonLima View Post
                So, they decided to reveal (sort of...) how they did. Realize that the video made public was in 4K, but they revealed the demo ran in realtime with Vega 56 at 1080p @ 30FPS only. Article here: https://www.cryengine.com/news/how-w...gine-and-more#

                Still no executable for people to try it out What they are hiding?
                yeah I saw the article as well. in short, they trace and the result of the trace are full raytraced pixels of moving objects and manually-picked level objects (from
                a simple "scene" with heavy LODs), only on surfaces where roughness is close to 0, and falling back to voxel cone tracing for everything else.
                they did mention it's improved since then and it's coming to CryEngine. with this in mind I don't really expect an executable, just the ability to download CryEngine and use it yourself, or see it being shipped with any future CryEngine-powered game.

                despite it not being "fully raytraced" the effect is good enough for reflections and I doubt any player will notice for it to matter against full raytracing (and even BFV with RTX doesn't do full raytracing most of the time)
                it however doesn't do global illumination (but they do that with voxel cone tracing already), and AO and shadows aren't covered at all
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