Xodroc
(Xodroc)
June 6, 2016, 8:55pm
3347
As far as I know, VXGI doesn’t work that way. It voxelizes entire scene and each voxel contains information of direct lighting and indirect lighting. Basically it doesn’t support any types of baked information if I am not wrong.
There are many solutions to make dynamic lighting environments and the choice is on you. are some personal experience:
Lowering VXGI settings gives you a boost and if it is low enough, it can match the performance of LPVGI and VXGI is much more stable.
You can try using traditional methods like skylight and global illumination in post process volume to brighten your scene if your environment doesn’t have much color variation and you don’t need much depth in your scene.
I have tried the combination of LPVGI and VXAO, it worked and AO pass of VXGI doesn’t give any performance hit. If your scene is not too large, might be a good choice since VXAO provide a solid result and more stable than SSAO. However, if your scene is very large, then you will find LPV gives you flashing of secondary bounce. It is not stable in my scene.
Thanks for the tips, that’s pretty useful.
That’s what I was thinking. Too bad we can’t convince them to do it to push VR forward now rather than wait hardware to catch up, unless of course the competition does it. Just curious, where did you read NVIDIA’s comment? thread?