Limited applications, very narrow focus. The technique is very nice, but can only be made possible on very managed environments. It’s not suitable for general purposes.
You cannot use that NOW in open ended maps for instance. Applications would be best suited in somewhat enclosed spaces or in very sparsely populated scenes (as the game you linked)
Search posts by and SVOGI to understand better about it, and why it’s not currently possible in a general engine as UE4.
Hopefully it will scale better on future hardware though, so it’s not entirely without merits.
In any case mods opened a thread for GI discussions, so let’s talk about over there!
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I’m extatic to see new developments on , even if it’s not going to get realtime now it could be used to have previews in the viewport without building time and accurate lightmass simulation, and could very well become a path traced lightmapper replacing what we have now.
A world without seams, oh god what a thing would be.