NVIDIA GameWorks Integration

So with r.VXGI.range being removed and replaced with r.VXGI.MapSizeX (any Y,Z)… Performance kinda stinks. What I mean is, to get lighting in a respectable range, you have to crank that up. As soon as you have a map size of 128 or higher, poof, there go your frame rates. I’ve juggled between various settings combos with r.VXGI.MapSize and r.VXGI.VoxelSize. With a respectable frame rate of ~60 in a basic scene with a single directional light blasting through windows (demo scene from volumetric lighting), I’m using a map size of 64 and a voxel size of 64. Lighting only seems effective at around 40 meters. It goes dark beyond that.

Are there any magic numbers to tweak that won’t effect performance too much? I know I’m dreaming, but hoping I’m just missing/forgetting something! That quality is acceptable with those current settings for an interactive game scenario, but I’d like to lower the voxel size a bit. Of course, when you do that, the distance of lighting drops drastically. I’m afraid of raising diffuse tracing intensity, because it might blow out other things in the PBR pipeline. I’d rather not have to change the typical way of authoring assets.

[edit]

Derp on my part- even if one cranks up the diffuse indirect lighting intensity, it has no effect on lighting distance.

Also, I came across thread over at Nvidia:
https://devtalk.nvidia/default/topic/1031155/general-graphics-programming/vxgi-fallback-diffuse-ambient-color/

Is it possible to wrangle up in a material?