Little update on my end (sorry for the new post, for some reason editing my previous post kept failing):
I got the installed build working, finally! Now I’m going through and cleaning up things I never use in my projects, and optimizing a few things… I’ve got a respectable bit of performance in a test scene I whipped up. Averaging 40 FPS with VXGI, NVVL, and HBAO (on top of a few other post-process like motion blur, grain, bloom, etc). That’s at 1080p, on my lowly GeForce 750ti and i5.
Getting the volumetric lighting (Nvidia’s, not Epic’s) to play nice took a lot of testing- boy is it finicky. Well worth it though. I intend to share my findings and set up for that once I get it down to a “science”, if one could call it that. No guarantees, but I may set up a good scene and walk through the settings (keep in mind there are settings in post-process volume, lights themselves, world settings, and a few console variables). I must have gone through ~10 whitepapers, dozens of forums threads, etc. to add on to the minimal knowledge I already had on Rayleigh, Mie, and so on. I think I’ve found some “sane” defaults for a standard outdoor scene.
The screenshot below isn’t showing of the NVVL magic as I’ve tuned it way down, but rather the VXGI/HBAO. Once I have a cooler test scene setup and get my engine build more stable, I’ll pop back in share some more eye-candy. Oh, is running the 4.17 version, FYI. I’m not excited to go through the pain of getting an installed build set up again, but definitely want all the glory 4.18 had to offer, hehe. Epic needs to make area of the engine more approachable. It’s powerful, not doubt, but full of issues. Anyhow, candy (note that compression lowered the quality)!