Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Forking the public repo should be ok, but it won’t go into the main engine code.
Besides, it never was quite ready for that.

Hey, @ can someone still take your code and improve it. Been following thread since it had maybe 20 replies, I’m glad you found use for AHR :slight_smile:

Hey blue man, sorry for the delay. The old repo it’s gonna stay there so I guess that’s ok. Don’t think anyone will pick it up though, it’s kinda of a mess, but you never know :D. Anyway, yeah, if someone does pick it up, he/she should just send me an email to let me know. Will update the repo to explain that.

somebody can give solution for dynamic light (good look indoor and outdoor) from the box?

I had a lot of hope in solution too… but from what I’ve tried LPV are the way to go if you want fully dynamic GI but they tend to crash in packaged game and it doesn’t work with opengl/metal/vulkan (only gnm and dx11). .unrealengine.com/latest…mes/index.html .
I hope Epic will not stay on lightmass stuff, semi static solution is very slow in term of production (the building take too much time and have too much failure cases) and bring to much limitation in term of interactivity IMO. =/

4.23 has real time GI now: SSGI. It’s still an experimental though (performance hog, noisy) but it should be fully ready in 4.24 if I’m not mistaken. Try it, it’s pretty good! It’s main drawback is that light propagation disappears when the camera isn’t framing the area (same thing with SSAO. Because well, it’s called Screen Space for a reason hehe). In most cases it’s not a deal breaker, but let’s say that you’re facing an emissive object and you rotate the camera to see the light propagate on your character’s SSS skin, well expect to be disappointed because it won’t happen. Since you’re not facing the emissive object the light propagation will disappear.

Still, SSGI is a thousand times better than nothing, and looks great on outdoors. I’ll still use it along the light probes , it’s a great combo. No need for baking scenes anymore, yay! :smiley:

Greetings. Sorry for bothering, but what prevented you from making as a ? Are there some engine limitations that prevent you from creating mesh shaders within a ?