@.Wenograd, Yes I remember we had to manually download resource compiler form the thread and copy it to it’s location. :o
Regarding DFAO, CryEngine 2 (2007) had sky occlusion, very cheap and clean, without any artifacts regardless of mesh scale. Terrain Ambient Occlusion - CRYENGINE 3 Manual - Documentation
And now CryEngine 5 has large scale AO + SVOGI. http://docs.cryengine.com/download/attachments/19377157/hut_AO.gif?version=2&modificationDate=1432015668000&api=v2
What I don’t understand is, Why Cryengine with 16 landscape layers, POM everywhere with 256 steps, Dynamic lights, Volumetric Lighting, Volumetric fog, Volumetric Clouds, Dynamic shadows with 7 cascades, Real time G.I, Large scale AO, SSDO and all that stuff, still runs -faster- than UE4.
I’m not pro crytek or pro cryengine, in fact I have very opposite thoughts with crytek. But when they do something with engine, they do it properly. But here when you say why this is slow, most answers are like Ooooch! you have 10 dynamic lights you should cut them down or turn off shadow casting! But nobody thinks about the fact that 14,716 dynamic lights were placed throughout Crysis 3’s 8 levels, 54.55% of them were shadow casting (think about the numbers), meaning out of 14,716 dynamic lights around 8027 of them were shadow casting lights, divided by 8 levels it means 1 map had around -1000- shadow casting lights and -827- non shadow casting lights. In the same game, in an interior, -150- dynamic lights cost only 4ms and that’s on an outdated GTX 680 that’s way below the bottom of the barrel today. Just think about the numbers.
With that said, I have no idea why Epic does not try to improve dynamic lighting or even don’t want to acknowledge there’s anything wrong with it, let alone the improvement. At least can someone from Epic leave a reply on this 4 year old shadowing problem.