It is available to everyone with a UE4 subscription. Anything we post on the Github fork is freely available to UE4 licensees, per the Unreal Engine EULA.
Those aren’t the best screenshots to show, sorry for that, I didn’t tune the settings at all and personally I like the effect of the heavy shadows in the corners, realistic or not. One of the HBAO+ team is picking a better scene, with better tuning, to show the advantages more clearly. I’ll post them soon.
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 !
You do not need to enable HBAO+ with VXGI, there is a ‘Voxel AO’ option within VXGI. We are offering branches for HBAO+ and VXGI concurrently because there is yet no such thing as a single solution for all possible use cases, and developers should experiment with these techniques to determine which is best for any particular game and performance target.
I will be publishing an ‘all in one’ branch with all GameWorks features combined as soon as possible.