Hello,
I would like get a status update from the Epic team if possible… do we have anything in the works for realtime reflections that are not screen-space?
I was recently playing (or I should probably say studying) assasin’s creed black flag and I noticed something interesting:
http://www.mediafire.com/convkey/b042/r8bm4kab29q32ruzg.jpg?size_id=5
Notice how the reflection of the sails do not match (not only they are the (default) color white but it also reflects another sail that is supposed to be folded).
That must mean that they are using some kind of per-object precaptured reflection map system.
So my question is: is something like that viable in UE4?
I would imagine that this wouldn’t work well with animated meshes (for example characters) but hey… one step at a time.
Reflections is one of the top “missing” rendering features in UE4 (in my opinion), it’s a problem in deferred rendering that needs to be solved eventually… SSR is not the solution.
SSR works fine if a particular scene does not need high quality reflections and if the player does not have full control over the camera (for movies and archviz fly-through for example) but in actual gameplay it can be pretty much unusable in many situations, not to mention SSR doesn’t work with FXAA (which is our only option if we want to avoid the blurriness and ghosting artifacts of TemporalAA but that’s another story).