NVIDIA GameWorks Integration

The emissive voxels going white most likely means VXGI is using UNORM8 emittance, i.e. non-HDR, and it gets saturated when it gets brighter. To get best results, we recommend to set bVxgiStoreEmittanceInHdrFormat=true in BaseEngine.ini. option changes the emittance format to FP16 (on ) or FP32 (on other GPUs). You can also experiment with VxgiEmittanceStorageScale option (same location) and see if there’s a setting that looks good with non-HDR in your case.

The error with map size = 256 is a bug in the config validation code; it’s already fixed in the development version, and the fixed DLL should be out with the next release. Performance with such a large map is really poor though.

We certainly can add a tint for the cubemap, and cubemap support for diffuse ambient lighting. I’m not so sure that the ambient term multiplied by final opacity will look well, though, but it’s
easy enough to try.

We also had the idea of using cone tracing instead of shadow maps, and there was an experimental version like that. It was much slower than shadow maps, and the quality was much worse. So I guess we’ll need to improve cascaded shadow map sampling during voxelization.