Sadly, I think that Adik might be right. The mobile market is strong (something I wished it wasn’t…hell, I wished the market there would burn…with a few exceptions :p) and Epic is a company looking for ways to make profit and pay the bills (and a “bit” beyond that).
I really hope Epic doesn’t forget the other platforms (Especially PC…why no love for PC?..it’s an platform too…Q.Q)
I’d believe that if mobile wasn’t so bad with UE4. So no, EPIC is focusing on all platforms, but mostly on PCs.
I suspect most of their devs are busy working or solving issues for AAA titles and any new features that comes along they merge it with the public version. If a game they were working on required GI you’d have it already in the engine.
I think most upcoming render features are going to be next-gen only and I think it’s actually a good thing. It’s nice to finally see some really impressive progress with the new generation of hardware.
You can take a look at a few presentations from Siggraph’15 here: Advances in Real-Time Rendering- SIGGRAPH 2015 (Epic’s Distance Field Occlusion is there too!)
I really wished I could re-create and implement half of the things mentioned there, but I’m not a programmer.
I wonder what the community would do if Epic released the old SVOGI code? I think someone from Epic said that the code was messy and hard to maintain, but still…at least trying it would be worth it, what do you think?
@Errvald Maybe i’m wrong but i’m still wondering why these next gen or let’s better say current gen features like Dynmaic GI, Volumetric light, Volumetric Fog, POM shaders etc… are missing.
My Unreal development life would be much more interesting with these features
POM is coming in 4.9, you can actually use it in 4.8 already (it’s a material function): POM material - Rendering - Epic Developer Community Forums
You’ll have to thank RyanB for this, he did a great job and I’m really thankful that he took his time to create this
I think it was mentioned by DanielW in the Distance Field GI thread that currently Epic is focussing on performance and put features like DFGI on hold because of that, but I do believe you’re right with your assumptions as well.
It would take someone a considerable amount of effort to get it working with the latest version of UE4. The SVOGI code existed in basically UE4.0 and since then there have been massive changes to the renderer. But saying that I would be more than willing to put in the effort to upgrade if it were ever to be released.
You’re doing us all already a huge favor by sharing your GameWorks branch with us!
But I think you wouldn’t be the only one interested in upgrading it, if Epic could only give in…
Svogi code would probably be very hard to implement becouse rendering system is way more advanced than it was before but we have great community and maybe some people here would like to try to implement Svogi code.
Here here. Hell I’d be willing to put the time in just to learn how.
To be honest, it probably wouldn’t take a lot of convincing to get Epic to consent to releasing SVOGI source code, but the problem stems from figuring out the best way to release it. They couldn’t do so in an up-to-date version of the Engine for example - and who knows what kind of stuff was in the old version when SVOGI was still around. Ask anybody with a blue ‘Beta’ badge how much different the Editor is now from what it used to be, it’s really an enormous difference.
I imagine there may even be some third-party stuff still in the Engine at that point, that Epic can’t release source code for.
But yeah, I would bet there’s a lot of new rendering stuff that simply isn’t compatible with SVOGI. Would be fun as hell making it work though.
No what I mean is, SVOGI has tendrils that go so deep into the Engine that the only real way to release it right now would probably be to release the entire version of the Engine at that point - BUT - the engine at that point may still have had third-party source code in other areas.
It would be a huge task making it work today, the renderer has changed so much.
Cryengine’s SVOTI is amazing, to be honest. It works with point lights and spot lights, not just the directional light. It can be combined with built-in Cryengine light probes. It has more than 1 bounce of GI. It can even do specular tracing. On top of that it precalculates lightning-fast (Hello, Enlighten (different animal, I know, but it builds forever). It is also very adjustable (can do pretty decent GI with a tolerable performance impact). For a feature that is presumably in development it runs very-very well with very impressive results. Here’s the latest video, but keep in mind that the cones used in tracing are huge here, so it’s heavier than default settings, plus this is the reason why if you rotate the light, the lighting takes time to update:
Here’s the download, so that you can try it out yourself: https://docs.google.com/uc?id=0B3ZBSML7nH5ndWE2UVdadFM1dDg&export=download
A word of warning - changing the resolution in options worsens performance, even if you change it back to what it was. And the demo obviously uses quite extreme settings for SVOGI.
Crytek mostly puts their people on rendering part of the engine and it has resulted in really nice stuff over the past years and specially over the few recent updates. But they don’t put attention to other stuff really. They hardly do.
Epic on the other hand is busy keeping everything up to date and adding new features and stuff that makes developing games very easy and fun BUT I can’t believe a proper real time G.I is actually not a #1 priority. It’s a little frustrating.
The difference is that when it does come, it’ll be thoroughly tested and thought through and available on most of the mid-high spec platforms the engine supports.
They’ll come back to DFGI eventually, but they’re working on other things right now.