Just wondering which aspect of LPV is being developed next.
Personally I’m hoping for a cascading technique that allows for better detail up close similar to CSMs. Perhaps something similar to this: Real-Time Voxels: View Centered Voxels
In my testing with emissive material LPVs I found it really only worked with larger objects, small objects wouldn’t contribute due to the constant resolution of LPVs currently(I’m assuming). Smaller subtle details are not there. A couple of examples I tested were importing Owen and setting his eye emissive to affect LPV only to have no effect. I also tried it with the sword asset from the cave demo, with the default sword size, it doesn’t add any light. Scale the sword up in size and it works and looks pretty cool for night time lighting.
IMO it’s the subtle smaller lighting effects that look best in GI, though I’m sure more problems will arise with it. (Such as the contribution of many small particles adding up, looking good nearby, then not showing up from a distance? Not to mention perf)
Regards,
-Xod