Yep… And I’m running it on a GTX780… There are some ways to optimize the VXGI config and get 20fps here, but I think the quality becomes to bad for nice archviz. Maybe when they release the final version of VXGI and with two Titan X in SLI it will be possible to achieve VR requirements, but I think this tech will become really viable for archviz only in the next generations of GPUs.
There are some parameters to adjust those small distance bounces, but I didn’t mess with them yet. Maybe it’s possible to achieve better results in that bookshelf situation…
Well, filling the room with light is actually a way to hide those dark artifacts, not removing it. I believe the only way to remove the dark spots without tweaking the lights to hide them is to mess with baselightmass.ini like you said (considering you already have nice meshes with proper mapping).
The main reason for that “floating” look in this scene is that there are too many lights in the room, coming from all directions (two big windows in opposed sides and lots of artificial lights between them). Then the soft shadows caused by a source of light will be killed for another and so on. Plus the floor is dark and that also hide the soft shadows… One thing that could help with that though is to increase the SSR on the floor, because it will produce better contact reflections…But then there will be more noise and it kills realism too, ![]()
I didn’t try to mess with the baselightmass.ini for this project yet because the scene is already taking soooooo long to build lights without modifying that file… If I increase those parameters, it will take forever to build and I’m too lazy for that :p. But I’ll definitely give it a try and post the comparison here. ![]()