NVIDIA GameWorks Integration

Thanks it works: increasing the scale gets you brighter shades and vice-versa.

Thank you for that branch, HBAO+ is among the best (if not the best) AO techniques. still worries me more about the utility and the efficiency of VXGI:if you need to enable SSR and HBAO+ to get reflections and AO with it, while I thought VXGI is able to generate dynamic direct and indirect diffuse/specular and AO according to the movements of the light source(when you the light source moves, of course every resulting effect I mentionned of it changes to some extent according to the lightsource position), without needing any extra hellp from post-process solutions like SSR or HBAO+ (at leats from what your videos tried to make us believe).

Anyway, if is the case, I really hope you create a branch including all game works together so we can enjoy both VXGI and HBAO+ at the same time. Thanks!

I also hope you collaborate with Epic to integrate IBL (Image Based Lighting) in UE4 coupled with VXGI to get the best results with PBR just like Mizuchi engine: watch?v=sYX9I3ONHc4

watch?v=DnTYhlxi-Cs#t=12

PS: anyone could help how to disable the normal AO (SSAO), in any scene in general so I can enable HABO+? Thanks !