@ darthviper107 the interior or let’s say archviz scene is expensive beacuse it is not a typical game scene, it has a mass of triangles and wouldn’t even run better in UE4.
However the scene runs at locked 60fps on my 970 Ti… And for Kingdome Come, like i wrote before, they have not lowered the quality, cause they is no need to lower the quality.
Have you took a look at the video ? probe vs Svoti ? have you seen the quality of GI and AO ? People can argue,cry, curse or simply hate cryengine but this doesn’t change the fact that SVOTI is amazing.
We need really really badly something like SVOTI UE4 !!! :rolleyes::rolleyes::p;)
@ Shepard add own GI ? :rolleyes: developing a own and good GI solution may be one of the hardest things you can develope for a engine. I even can’t understand how Ryan developend AHR by his self…
@darthviper If system and espceially consoles wouldn’t be fast enough today for dynamic lighting, we wouldn’t play games like Dying light. The Division, Far Cry and many many many more…
14nm video cards (after being stuck on the 28nm manufacturing process for over 4 years) are going to hit the market within the next 6 months, and it’s going to result in massive performance increases which will make real time global illumination solutions (such as SVOGI) viable. So, if ever there was a time to implement such functionality, it’s now. However, it’s not even on Epic’s roadmap (other than being filed as a “R&D” task). It’s not necessarily an issue of requiring a more dynamic environment, either. Personally, I find the light-map creation process for baked lighting so tedious (with the choice between a slow workflow with good results, or a fast workflow with average results), that if nothing else, a real time global illumination solution would be welcomed to speed up the content creation pipeline.
[Side-Note: I figured this thread deserved a bump.]
Nothing changed. Static lighting is still the best solution whenever possible, while LPVs, VXGI, AHR, and DFGI are all mostly in the same state they’ve been in all year save for a few AHR and VXGI updates.