Sooo, VXGI 2.0 is coming very soon

Max, it is possible to pick the specific change and apply it before compiling the whole engine, this one from VXGI2 is a separate branch and the change I think is not there, but I might be wrong. Give me few hours to get back home to check this for you :slight_smile:

Is it possible to apply a minor update without having to reinstall the whole thing again?

Possible is, but thats not automatically. One would need to compile, compare the affected binaries and create a patch program (to have a small package) or just overwrite the binaries if you are sure nothing else is really changed on the others (size might match but not content, like constants) resulting in a larger update.

If you already have the whole thing, its best let it rebuilding overnight, because it sucks waiting 1-2 hours for completion, unless the changes are quite narrow and only few parts will be rebuild… usually code changes == small impact, while header changes and constants result in more impact on other modules. I think that particular change will go about 5min recompile to a max 15min.

I am curious - why isn’t it possible to upload already built engine somewhere, instead of having everyone go through the hoops of building it themselves. Is it against Unreal Engine terms and conditions to upload built engine somewhere?

An engine build is ginormous, noone wants to pay for the bandwidth usage of that.

Not allowed to distribute binaries of ue4

Yes. Always been that way.

I keep getting this error even though I rebuild with vs.

Changing my mind. I won’t use VXGI in my game. It looks great, but the performance hit is too much. I went from 120 fps in my game to 30-40 fps even on lower settings. I’ll stick with lvp in the meantime (or maybe I won’t since it seems to be working only when it wants to). I’m kinda angry that Unreal are focusing on RTX (absolutely useless for games) while they could at least improve LVP. Unreal is first and foremost a game engine, movie stuff should come after.

It is necessary copy those plugins’ source code and compile them within the new engine you just built.

I had to right click on uproject and select the vxgi build before building the project with vs.

With quality settings set to low, it’s hitting me 10 ms here.
Can’t see much performance improvements really.

Yeah that’s insane. I though it would be fine in smaller scenes but not at all. Is there any chance we might get Svogi someday? I know it was supposed to be included at the very beginning of UE4. In runs extremely very well in CEV, I don’t see why it couldn’t run in UE4. I’m not an engine expert so maybe I’m talking out of my bootyhole but whatever.

Thank you. I asked because in tutorial video the guy said we have to disable light building completely when using VXGI. So it is great to know it works same way.

VXGI is just more performant version of SVOGI. VXGI use clipmaps instead of sparse octree for performance reason. Eveything else is pretty much same algorithm.

Can we get some performance break down. How much does voxelization, diffuse tracing, specular tracing, filtering etc use from that 10ms.

In the pictures I posted I’m using only diffuse tracing for directional light, no other features are enabled.

From my limited understanding, in GDC talk dev said that, VXGI works similar to forward rendering technique. More poly means less FPS. So what I understand, In big and dense enviroment, FPS will be less. I think, for large area it is good to stick with heightfield and LPV and for local lights use VXGI, since this is only option for local light’s GI. Or may be I am totally wrong :smiley:

So voxelization + light injection + diffuse tracing and spatial+temporal filtering takes 10ms total.

CEV uses SVOGI (total illumination v2) and the performance is amazing. It runs amazingly well even in dense forests. It even ran well on my previous old amd card with 2gb of vram. UE4 craps itself will 10 times less foliage and no real time GI. I don’t want to start an engine war here, but the time they spend integrating RTX could be spent integrating some form of performance friendly dynamic gi solution, instead of some useless technology (unless you have a NASA computer and the budget to make a movie that will make it shine, not that many people is my guess) that won’t be used in games at all. Don’t tell me it’s hard or almost impossible because Cryengine did it YEARS ago back in version 3. I don’t want to sound mean, don’t take me wrong. I love UE4, wouldn’t use anything else to make games, but I want it to improve.