Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Seems cool!
That’s probably where the cascades comes into play, where far planes are managed more with ambient terms and close stuff is traced inside voxel space.
I’d love to know about the object budget the devs are gonna impose to the player, or the culling schemes to not let the ps4 crawl under the pressure.

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I am really started to wonder if you could theoretically encode the tracing solution and get lightmaps out of that. Replacing Lightmass with a more modern renderer seems like a dream.
That could also be used for ToD, where you basically recapture and accumulate lightmap info every ten seconds or so, and use one full second to build the next step to be interpolated over.
Or maybe support destructibles by having the tracing happen only on geometry that’s been modified, saving performance that way. You could use already existent gbuffer masks and constraint the tracing.
What about ray marching in participating media? Do you plan to support ?