II_ADN_II
(II_ADN_II)
December 12, 2018, 5:53pm
35
Manoel.Neto:
The problem with the existing “cheap” methods is that all of them have quite large trade-offs that are oriented to specific kinds of usage. The craziest solutions you see from GDC talks are all from in-house engines and laser-trimmed to each game they are used on.
In my opinion the biggest priority should be making the render and lighting pipeline as extensible as possible without sacrificing efficiency. Because with that in place, several community and marketplace projects will be able to be worked on in parallel versus having one renderer that is very good at one thing only, like CE where outdoor scenes look great but it’s really hard to get indoor scenes to not look dated.
So what is exactly the benefit of not having a usable realtime GI at all compared to CE? Indoors in UE look great with baked lighting, I dont see how using realtime GI like CE could be a step back.
What are the changes?