I’d like to raise the issue of IBL probes for dynamic skylight occlusion. Many game engines use these as a way to get medium/large scale AO, as well as approximate bounce lighting. Currently, we can only get this effect using DFAO (which doesn’t include bounce lighting). DFAO looks great, but it comes with severe limitations. Large meshes (such as buildings) are immediately out of the question due to performance reasons. You could instance individual pieces, but that removes vertex paint and non-uniform scaling from the equation. Navigating these issues can end up being a huge time-sink from a performance and workflow POV.
Could someone at Epic familiar with the rendering roadmap explain where IBL probes (or other skylight occlusion techniques) sit?