SVOGI was a development idea, and an early one at that. More about pointing to how we can speed up rays then memory management. The following white paper took this even further with efficient ish ideas using DAG’s.
This is more the direction i want epics research heading then a version of SVOGI. Ive also been looking into this as a means to speed up secondary rays for Blender Cycles rendering but also real-time rendering. Ive been trying to explain the idea of using 4D visibilty field maps to encode secondary intra/inter reflection data (just wrap a sphere round the object with a perfect vertex grid spacing and firing rays at the object as an offline process and storing the results to an image map, Basicly a secondary ray per object image map bake like any other bake like normals etc).
Mixing the pre bake 4D visibility maps with sparse voxel DAG’s is far better. This also opens up the ability of realtime efficient path tracing / ray tracing, idea being the 4d map is then remapped to the objects AABB (bounding box) so you only have to trace a small amount of rays against objects bounding volumes which then contain the secondary ray information in the image map bake. This also means only having to have 4d ray maps loaded in memory for objects relevant to screen space, far more efficient then irradiance caching or other old school secondary ray bake methods.
I started a thread in the feed back forum for epic about this days ago but had no reply but guess devs are busy.
Just hope someone at epic see’s it a) and understands my point b).