NVIDIA GameWorks Integration

I definitly support idea. HFTS and PCSS have been used in multiple games like The Division and Watch Dogs 2. And volumetric lighting has been integrated in Fallout.
VXGI does a great job making realistic indirect lighting and shadow. However, in UE4, there is no good direct lighting solution to achieve soft cast shadow. CSM just doesn’t have it. I did try the combination of VXGI and distance field soft shadow.
The result was not good and VXGI with distance field shadow appeared more flattened and desaturated. We love to see HFTS and PSCC to to integrated into UE4 since their stablility over traditional CSM.
For volumetric lighting, it definitly is better than faking the effect with a plane in UE4. And if you are to build a dynamic scene, the volumetric lighting will help it greatly.