Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Yep, that’s what I’m gonna do for the voxel grid. The thing is that I’m not currently doing any pre-process on the voxel grid, so I need to add a new stage to trace at voxel level. Not a big problem though, and could be split over a few frames so the performance hit is minimal.
In any case, yeah, feeding the last frame grid to the current one is kinda the standard way to do multiple bounces on voxel based stuff, I mean, I have seen it a bunch of times before.
Thanks for the tip anyway, and that screens look really good.