[Feature request] Realtime area/indirect/soft shadows

We all know that UE4 is perfectly capable to achieve photorealistic results when it comes to baking lighting and shadows, as shown particularly well in the archiviz threads in the WIP subforum.

But what happens when you introduce dynamic objects such as characters in a scene mostly lit by ambient/indirect lighting?

http://i.minus.com/i3lvglRbpMrWT.png

They receive light from the environment but they aren’t properly grounded because they lack the ability to cast shadows and there’s only so much you can do with SSAO.

Enter realtime area shadows:

http://i.minus.com/it31sQ3D1ukSj.png

Very soft directional shadows that ground the characters and add believability to the world.

So far only two games (as far as I know) feature this technology, The Last of Us (shown above) and The Tomorrow Children (not yet released):

Both of these games use as a basis a technique that’s been available for almost a decade, shown here:

Here’s the paper on the technique: http://research.microsoft.com/apps/pubs/?id=69337

The Last of Us implementation: http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf

The Tomorrow Children implementation: http://fumufumu.q-games.com/archives/2014_09.php#000934

Please Epic (or the community), make it happen.

http://i4.minus.com/jVH01V1lM5y84.jpg

Already on the timelines, so I’m sure they’re aware of it.

they even link the same paper in their discussion, they are aware.

Oh I hadn’t seen the roadmap. Still, marked only as wishlist/backlog, so perhaps posting about it bumps it up a few spots on the priority list :stuck_out_tongue:

True, the paper is the same but the context is very different. That discussion is specifically about lightmaps.