i found this commit from oct 21, so not gonna be in 5.7 but in 5.8.
I wonder what this is?
https://github.com/EpicGames/UnrealEngine/commit/fead0b4f3cfc6262371837867d16e8aea3345481
it uses r.Lumen.IrradianceFieldGather cvars, and Krzysztof.N said some time ago IrradianceFieldGather was an old DDGI style prototype (or i could be wrong), so i guess it will be resurrected in 5.8?
I wonder if it is DDGI style, can epic investigate maybe they could turn it into baked solution as well, overwatch 2 dev recently gave a presentation how they moved from Enlighten middleware to BAKED DDGI “inspired solution”. And it improved baked times significantly for them compare to Enlighten. I don’t know if it’s good enogh quality for a general engine like UE and they said artists need to manualy place volumes (which i think epic wants to avoid), and OW2 maps are pretty small (not open world by any means, more like slightly bigger than counter-strike maps).
I just wish Lumen always worked like this… live-update in editor → then if you need real-time GI in game you are good to go and don’t need to do anything, if not then you need to do some manual work but the idea being Baked and Real-Time GI reusing some data / being closer together and fast bake times. Ideally would be possible to even ship both in 1 game, pretty sure some games do that. Probably not so easy to do for a general engine like UE, but would be a dream…
In any case i’m glad epic is working to make Lumen scale down better than it currently does. ![]()
