NVIDIA GameWorks Integration

VXGI-dev is currently just a staging branch that will be merged into VXGI branch soon. It’s not really a dev or next beta version.

Release notes, which you can also find in Readme.md:

UE 4.8.2 + VXGI 0.9 CL 19731094

  1. Upgrade to UE 4.8.2
  2. HBAO+ integrated, disabled by default.
  3. Voxelization parameters, such as map size or emittance storage format, are now controlled with cvars and can be modified at run time. Note that changing these parameters means that VXGI will re-create all its textures, so it shouldn’t be done frequently. The new cvars are:
  • r.VXGI.MapSize

  • r.VXGI.StackLevels

  • r.VXGI.Opacity6D

  • r.VXGI.Emittance6D

  • r.VXGI.NvidiaExtensionsEnable

  • r.VXGI.StoreEmittanceInHdrFormat

  • r.VXGI.EmittanceStorageScale

  • r.VXGI.EmittanceInterpolationEnable

  • r.VXGI.HighQualityEmittanceDownsamplingEnable

  1. Added support for diffuse environment map lighting, and tints for diffuse and specular environment maps.
  2. Exposed more specular tracing filters, including temporal filter, in Post-process Volume parameters.
  3. Fixed a bug that made the banding artifacts in specular tracing results worse.
  4. Added an observation mechanism to control that indirect irradiance doesn’t blow up, enabled by r.VXGI.MultiBounceNormalizationEnable (on by default). When it detects a blow-up, it reduces the internally used value of irradiance scale until the user changes setting.
  5. Made the engine render shadow maps when a light is using distance field shadow and also casts VXGI indirect lighting.
  6. Improved performance of the ambient occlusion mode.
  7. Added VXGI world-space and screen-space processing times to “stat unit” output (labeled as VXGI WS and VXGI SS, respectively).
  8. Fixed the with VXGI specular disappearing when a reflection probe is added to the scene.
  9. VXGI specular can now be combined with SSR, controlled by cvar r.VXGI.CombineSpecularWithSSR.
  10. VXGI specular is now combined with sky light reflections.
  11. Sky lights now affect VXGI voxelization when multi-bounce GI is enabled.
  12. Added support for adaptive sampling of materials during voxelization, which is useful to make voxelization results of meshes with high-frequency masked emissive components stable.