Hi @., do you think VXGI will be performant enough in Unreal for a VR game with lots of dynamic lights / objects?
Reason I ask is because the SciFiHall scene runs at 45 fps (so, likely v-synced between 45 and 90 fps) with VXGI on, in standalone VR game mode (no editor), whereas the Sponza demo runs at about 140 fps (with multibounce 1), however that’s in mono. So I wonder if there are any VR-specific optimizations coming down the pike in 2017 which would make this run well enough at 90+ fps. Also wondering if maybe it’s possible to do the VXGI updates on one GPU and then render using another GPU (via explicit multi-GPU support in ).
Terrific work regardless.