Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Sure!

  1. When possible, use thick walls. For example, if you are doing an interior scene, and you’ll never see the outside, place a BSP block close to the wall. It helps to prevent leaking from the outside. Don’t just make the walls thick, try to get some cheap geometry on the middle of them, like the block i talked before, so that the wall is more “solid”
  2. Make the bounds as tight as possible. That will not just make it look better, it’s also a performance tip.
  3. is linked to the last one. If you have tight bounds, and set a LostRayColor that represents the color from the sky, you’ll get nice ambient lighting entering from whatever hole you have on your geometry. Lost rays are the ones that exit the bounds, so if you have the bounds close to, let’s say, a window, the rays will exit the window and get the color you set up.
  4. All objects (except particles) receive GI, but you can select which ones cast it. That allows you to tweak a bit the voxelization performance
  5. Try to have diffuse reflective surfaces. Mirrors work, but you can clearly see the limitations of the voxels.
  6. For now you can have only up to 5 lights that affect GI ( and only spot or directional ), so make them count :wink:
  7. Increasing the samples count will make longer rays. Increasing the displacement will have the same effect, but you will start to get banding as you increase the distance one sample has from the other, and also you may miss some objects. Most of the times is cheaper to increase the displacement than the number of samples.
  8. Only touch the Diffuse samples count. The glossy one does nothing, it’s just there cause I’m lazy and haven’t removed it. Same goes for ray count.

Think that’s it, if I think of something else I’ll let you know