Realtime Dynamic GI + Reflections + AO + Emissive - AHR

That’s pretty much standard, I don’t think there is a larger, released game out there which doens’t use LOD and distance culling.

Yeah there is also imposters approach, bascially before culling instead of culling replaces the geometry with a polygon with alpha texture of a tree. Simply putting up “cardboards” that are very cheap.

Well there are lots of approaches in fact, some even include sophisticated algorithms of blend,ng foliage and terrain together or something. Also procedural generation is an option but depends on the game type and design actually.

Those all still fall under the category of “Level-of-detail”

Just gonna drop here… Remember that is a WIP, and also, the voxelization stage is kinda like a brute force aproach for now. Everything gets voxelized every frame to a large, world covering voxel grid. Keep that in mind :wink:
http://i.imgur.com/CuI9DNv.png
http://i.imgur.com/cj80X6I.png

http://i.imgur.com/Y3BLkPF.png
http://i.imgur.com/K8Tnnls.png

http://i.imgur.com/cW5bgvm.png
http://i.imgur.com/QguQ69O.png
http://i.imgur.com/pDGC4CB.png
http://i.imgur.com/c4D2wqw.png
http://i.imgur.com/4aluD0A.png
http://i.imgur.com/wVqow3g.png
http://i.imgur.com/ziq4Fq1.png

… See you guys tomorrow :wink:

It’s better than lightmass quality but in real time. Insannne!!!

Also, you should include screenshots taken in game mode. The editor uses up more resources so you should actually get a higher frame rate running without it.

On your hardware, with your resolution, and with editor, the results are I dare to say… very, very good! :smiley:

Now with optimizations, it might be even better!.

Are you planning to release a public alpha version? Can’t wait to try it out!

:
So what I understood from your posts is that your technique is like octree-based sparse voxelization cone tracing real time global illumination, but without the octree (so far :smiley: ) and with ray tracing instead of the cone tracing (because it’s cheaper) :smiley:

Niiiiiiceee :slight_smile:

Yeah, wasn’t what we were talking about ? :smiley:

I have a slight feeling of even more crazy hype incoming, now that you watered our mouths with these sceens :wink:

I found myself jumping up and down in my chair at work while browsing the latest update. job, keep it up!

Just got home, saw new posts in subscriptions…saw the WIP pictures…aaand I can’t hold my excitement! :smiley:
You are amazing ! Keep up the work!

yan what is the FPS you get with these screenshots ?

You can see the FPS and MS counter to the right of the viewport.

Right-click the screenshots “open image in new tab” for the full size.

Sorry, please forgive my bad eyesight. Thanks mate :slight_smile:

Hmmm… So you think when you “cook” the game these framerates would go up a bit more ? ( It was called cooking right ? Getting the project ready ?)

Looking really great dude! I like to stop in thread from time to time and see your progress. Keep it up!!

Thanks for the support people!. I’m gonna be short on updates until the 23, that I have my last exam. I was originally going to end with my exams on Sunday, but the f*** made me loose one subject I thought I had passed cause i copied a few more items, so while my exercise was correct, it wasn’t exactly the one they were asking . Was more difficult to be honest. I’m gonna fight that 8 points I need tomorrow, but I know I ain’t gonna get them, so have to study for the exam of that subject, that’s due the 23. Sorry bout the rant, was blowing some steam off.

Hey mate, not a problem at all. I know that feeling, I’ve been there, done that, scratched the wound. Just go ahead with it and keep kicking *** :smiley:

That’s about right. Will never use an octree though. My voxels take really little memory, so an octree won’t help, and will add quite a lot of overhead. What will probably do later on are cascades. Also, my implementation doesn’t need to inject irradiance, the voxels only store a binary as filled or empty. There’s also something I need to add, that’s another grid to handle emissive materials, but even there, each Voxel will be just an index into a material array.

Wanna hear something funny? I’m at my first year of college (I’m 19), and semester I had programming one. We are talking about learning to use a for and stuff like that. The “hardest” part was a linked list. You need a total of 60% to pass. After seeing screens you can expect me to pass that with 90-100 right? I expected that. Well, I passed, that part is correct. But with 69…
On my defense, they made us code programs on Pascal, and on paper