4.8 Preview, Game Jam Results, and More! - Live from Epic HQ

1- From what I saw VXGI is good in interiors and bad with open settings and irectional lights like sun, DFGI is total opposite, good in open scenery but little bad in interiors. Both though still don’t handle emissive materials and particles dynamic GI very well. Are you advancing in that domain?

2 - How compatible is DFGI with foliage double edged lighting?

3 - How are you handling real reflections for example those caused by indrectly light surfaces? How many bounces do you have in DFGI? In VXGI they are only one bounce per light which is not enough to get real reflections caused by indirect lighting because such reflections need at least the margin of two bounces to be displayed on screen because SSR can’t handle reflections coming from indirect lit areas not shown on the screen. I notified NVidia about that and they are working on adding a second bounce to VXGI. I hope you are aware of this delicate problematic feature.

4 - About Procedural Foliage Generation: are you working with NVidia to make it compatible with NVidia Turf Effects : https://developer.nvidia/turfeffects ?