A few weeks ago you mentioned that the scene independant part of the gi takes about 12 ms and voxelization takes a little more .
[QUOTEWell, after coding for 15 hours straight, i finally managed to fix a bug with the render targets that had been there since I started integration with UE. Also, I completed the Matinee part of the video, now I only need to change a few things so spot lights cast GI , gonna work on that today, and do a detail pass to finish the video.
Basically, SetRenderTarget also sets the viewports, so call SetViewport AFTER SetRenderTarget.
Pushed a commit with that code, and a depth aware blur. A bit slower now, but looks much better.
Quote Originally Posted by _cDub View Post
looks fantastic! What do you think the performance would be like compared to the upcoming DFGI. It looks like we will have multiple solutions to pick from.
I’m not sure, I haven’t tried DFGI (it does runs faster than VXGI, at least on the things I tried) , but for comparison, my thing takes about 8 - 12 ms at 1080p on a GTX 750 Ti to trace, upsample and composite. That part is mostly scene independent. The other is the voxelization time, and that varies directly with the ammount of geometry. The scene I showed earlier runs at about 33 FPS inside the editor.
I didn’t had the time yet, but I already know what changes I need to make to force all models to voxelize to the lowest quality LOD, that should aid with the performance and have no difference on quality.]
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