Hevedy
(Hevedy)
May 27, 2015, 12:23pm
11
Awesome_Junior_Miss;299898:
Not really, did you really see any light leak in that Marmoset Skyshop tech demo? It’s just not a physically correct lighting solution, some corners out of probes bounds would look not so correct, but a good probes placement tactic would somehow fix it, additionaly, combining a good AO solution(UE4’s DFAO is really good at working with IBL). Actually you won’t get any physically correct lighting solution in game devlopment until the day realtime path tracing comes. Even baking lightmap will get light leak when you have to use very low lightmap resolution for large scenes. For most “real” dynamic GI solutions nowadays, you will suffer even much more light leak results, and other problems such as performance hit, view distance issues, over-time artifact… etc. You know, even CryEngine had abandoned their LPV GI solution which they used to be proud of and went for local IBL to simulating GI I mentioned previously (They entirly used it combining SSDO with color bleeding for GI lighting in “RYSE”). They also recommended users for turning off LPV in new projects.
PS: This solution is really cheap comparing to other dynamic GI solutions. I’d tried Marmoset Skyshop in Unity3D, I didn’t see any performance hit at all running on a very old, low-end graphic card such as AMD HD6700. But for VXGI in UE4, just ony a cornell box scene would drop the framerate down to under 20.
Well if you go in the video to the 1:44 you will see that awesome reflection in the ground of a non exist windows. (Windows in the other side of the wall)