Global Illumination alternatives

Hi, sorry to bring up an old thread.

I see that screenspace deep gbuffer method seems to work really well and fast, its only problem is being screen space. Would rendering a scene from one or two more views in a very low quality really impact performance that much? They wouldn’t be full quality passes, just very basic LOD meshes (only very close ones or far big ones being rendered) and low textures of solid colors, no tessalation/skinning/complex materials etc. and really lowres render target, GI is very low frequency effect.

NVidia’s current VXGI works amazingly well, but it’s really slow in interior scenes for current generation of GPUs (half of the framerate for 8 cones is really bad). Would the screen space method be really that much slower in comparison to VXGI when rendering additional views in a very crude detail and low resolution?