NVIDIA GameWorks Integration

Great, thanks! is just for fun, but 's a build: ://www.scheidecker.net/BrickGame-VXGI-2015-06-12-17.00.rar

I actually increased VxgiEmittanceStorageScale already to fix the brightness, and didn’t notice it fixed the saturation as well. Sorry, my mistake! FP16/FP32 is way overkill for me.

That’s what I did in SVOGI, and it worked well. Shadowed sky lights for free! :slight_smile: Though to be clear I multiplied the total transmission of the cone by the ambient lighting.

I’m sure it wouldn’t be as sharp, but that’s fine for my purposes. I would actually be happy with softer directional light shadows. Have you considered creating a signed distance field from the voxels and using that to skip samples for the the narrow cone traces? Apparently Tomorrow’s Children does that to accelerate tracing reflection cones, but I imagine it would help shadow traces just as well.

Thanks for your help!