Anyone else excited with 4.5 Update?

Sorry, just have to quickly mention it BUT, there is no realtime lighting solution in UE4 that really works with physically based shading! Yeah you can use LPVs, yeah you can use DFAO. However, none of those features has proper reflection support and PBS is impossible without reflections! Yeah…an outdoor environment with grass and trees might look okay with LPVs, yeah a castle might look ok with DFAO. But still, 90% of whats in Unreal 4s shading model wont work like that. So its (at least in my opinion) not usable at all. There are some tricks (like enabling diffuse from capture) but NOTHING provides the same reflection quality and ballance as lightmass. Cryengine for example was built right from the beginning with compensation for that in mind. Guess thats one of the reasons why it looks way better there compared to a dynamic Unreal 4 scene.

So honestly…saying use LPVs and DFAO is a wate in my opinion. Also, try building a large level with lots of moving foliage and tons of small environment props etc, enable DFAO and tell me how many ms you are losing^^ Last time I checked on our game at the office it was taking 18 (!!!) ms just for DFAO and another 12 for the LPV. Thats insane :smiley: No one can make a game like that.

PS: If someone wants me to clarify some of these things more, just ask^^ But I dont want to spamm thread with more unnecessary info :wink: