NVIDIA GameWorks Integration

So I’ve been working on a small project with VXGI for a while now, and now that I’ve gotten used to it it’s actually a really nice system. One concern though is lower end spec machines don’t even have a hope at running the game. Aside from the obvious ones like 4 cones, sparse tracing of 4 and mapsize of 32, what kind of things can I do to get it working well on lower end hardware? It doesn’t even necessarily need to look any better than manually placed point lights, which for now is the alternative option, to manually place a set of point lights to fake GI that are only enabled when VXGI is off. It’s obviously not an ideal solution, since I essentially need to do the scene’s lighting twice, and you lose a lot of the benefits of having a dynamic system in the first place.

Speaking of, if that really is the limit of how much you can turn it down for more performance, would be a good to add in a flag to the lights like I’ve been doing in the project. Basically, any light that I want on when VXGI is disabled, I end the name with _novxgi, essentially making a blacklist of fill lights that turn off when VXGI is on. It works great, except for the part where in the editor view it always shows both sets of lights even with VXGI enabled. I’m sure a more elegant solution is possible than what I did there.