Global Illumination alternatives

No, I have only ever had dynamic lighting, and it happens in all three maps now; all three have only ever had dynamic lighting, as I first created them to test that feature. Also before I could see that the GI was working by using turning off the “Lighting Features->Distance Field Global Illumination”. By using that I can still see that two of the maps are still getting some GI, it just is darker and more “flat” looking. While the other map, only has one object (a bench) that seems to get any GI.

Thanks for the suggestion though.

I just downloaded 4.8 from and have been trying out DFGI and also translucent materials with SSR, and while not quite perfect yet, I must say it’s looking VERY promising. Dynamic GI (that doesn’t leak like LPV did) and translucent materials with reflections were really the two only things I felt really needed fixing when it comes to rendering, so I just want to thank you, DanielW, and the rest of the team for this awesomeness =)

4.8? is this a typo?

The Master Branch is 4.8, but very buggy

Yes, I remember its actually been 4.8 for a while - since 4.7 preview was released.

with the latest 4.8 master branch - dfgi seems to work only for directional lights - and not very well.
I’ve got a skylight and have ticked Force No Precompute Lighting and have distance fields turned on as well as r.DistanceFieldGI=1.
What else am I doing wrong?

Not a typo, it’s 4.8, but as pointed out it’s pretty buggy so far. I haven’t had any crashes so far, but it’s not ready for release, hence its placement in Promoted/Master branches.
I’ve only tried the one in the Promoted branch so I can’t comment on the Master branch. I have not tried and tested lots of different light types, but as the scenes I currently do only use Directional and Sky Light it’s enough for me at the moment =)

So does DFGI require DX11 to work? Does that mean I’m out of luck on my Mac Pro? Is that why I haven’t been able to get even regular GI / Lightmass to work at all (or DFGI or LPV, following the instructions in this thread)?

I hope Epic devs find a best way to give DFGI for older DX versions and for Linux too in future somehow.

I doubt it technically feasable.
For two reasons:1

  1. This is very high end feature, and GPU who can’t handle DX11, dont have enough power to handle it at all.
  2. GPUs which can handle it, support DX11,12 and Vulkan.

I would rather bet in porting these features to Vulkan/DX12, as they are far more similiar than DX11 and OpenGL.

And what’s the point when DX11 GPUs are already used by ~80% of Steam users according to Valve? Sometime old hardware has to be dropped, it doesn’t make any sense to keep backwards compatibility for too long, when it will only be used by a quickly declining ~20%.

UE4 supports DX10?
I thought it only supports DX11 and soon 12. (Also OpenGL as well)

Fully dynamic, no lightmaps:

does the master have heightfield and dfgi enabled?

Has there been any update with Distance Field GI?

Anyone else experiencing trouble getting DFGI/AO to work when playing? (works just fine in the editor view of my project, but just disappears when I press “play”, project is on a master built yesterday)

Works in my build, but I have both enabled in ConsoleVariables.ini just in case.

I’ve tried that, Atle, but to no avail. Which build are you on?

Yesterday´s Master from early morning.
I´ll recompile latest for a check.

“edit”
It still works.

Thanks for checking, Atle! There must be something specific to the setup of my projects then… odd stuff.