https://www.youtube.com/watch?v=mECv52eSjBo any use to EPIC? discovered that link from Blenderartists.
That’s not all that different then the voxel solution, it just uses less points
Technique posted above have nothing to do with voxels. It’s much higher quality, works mainly on static objects and requires hefty amount of precomputation, but does support fully dynamic lighting and dynamic occluders.
Also it’s very ast at runtime is very memory efficient. Looks like nice compromise for semi static big open world games.
It’s not voxels, but it’s doing a lot of the same type of thing, some open world games use a similar but much simpler technique.
That’s stretching. You just as well say that Enlighten does the same thing as VXGI. Yes they do real time GI. But that’s where similarities end
Presented technique is completely different from Voxel based techniques. It’s far more similar to techniques used in The Division/ACU and other auto placement probes which hold precomputed light transport.
Novelty here comes from it’s sparse nature, dramatically lowering storage/memory foot print.
I looked at VXGI and it looks like it kills people’s GPU and framerate. It’s quite nice, but I have only seen videos of it on a small map, not sure how it would look on larger landscapes, not to mention the fact that it’s an NVIDIA product so by default its going to run worse on AMD GPUs.
Any new on this topic?
Wait until DXR features start rolling out in early 2019 or version 4.22.
Hopefully those features just speed up the SDF tracing they were doing anyway, so you get backwards compatibility on PC for next generation games. That stuff was blazing fast and had a good flexibility, would much rather see it finally completed and totally useable than going for something shiny that gives as big a performance hit as reflections do on BFV.
That will be too expensive for sure
It looks the initial raytracing code got merged 2 days ago
https://.com/EpicGames/UnrealEngine/commits/dev-rendering