12ms, yikes! I still haven’t tested LPV myself as I’ve heard there is an issue where if you have Material Layers with a layer that acts like a glass that calculates refraction, that it can crash the engine. I extremely want the need to drop Lightmass at this point and go fully dynamic. The new game I am developing is primarily based in outdoor environments so going with a good GI solution has been my ideal goal once I can take advantage of it. At the moment, is there a thread that already lists all the current issues when enabling LPV? I’ve looked and I’ve found scattered results.
I also agree, I do think Epic is going to be looking real hard at what the right approach is on this feature. VXGI is being advertised as only working on 9xx series but since this is part of GameWorks, one could hope that this would be scalable enough that it could exist on more than just PC and GTX 9xx or above. Like Ray Davis mentioned, Epic probably needs some more justification to handle the implementation themselves if platform support is too limited. I personally haven’t looked into it but I am not sure if the other engine’s GI solutions are multi-platform. If so, then Epic needs a solution that is cross-compatible as well if they really want to compete with the ones currently available. Also, if I’m not mistaken, isn’t UE4 the only next-gen engine that doesn’t support SLI?