When, could mean 1,2…3 years. And you wouldn’t know if it would support mid-high spec platforms, what we know is that simpler existing techniques already require high-end.
If they had released SVOGI from the start and kept on optimizing it + the time it takes to release a high-end pc game, hardware wouldn’t be a problem.
Though it’s not a native feature, not supported by epic, and performance is 10 times worse than SVOTI (improved SVOGI) and basically isn’t a production ready feature.
SVOTI does large scale AO as well. I’m not sure if that’s done in SVOGI as well. But it’s like having both VXGI and VXAO working at the same time (which is not possible) with very nice performance.
I would like to point out that both CryEngine V and Lumberyard are using SVOGI now. It seems to be working for them, I’m not sure why it can’t in Unreal. Personally, even if it’s a bit more expensive I think it’s a better solution, at least in my case.
From what I know LPV don’t work on 4.18 ? Well before the performance wasn’t good compared to other engines same implementation but still 2018 there is no solution yet in this engine for realtime GI.
By 2017-2018 Godot, Blender, Unity, Cryengine and all the AAA private companies game engines got it already :(.
By the way ty for the link and info didn’t know about that ^^
I would say LPV is de facto deprecated at this point. If you have a feature that has core functionality regression for 3+ versions (and currently backlogged) then you should never ever develop ANYTHING under assumption it will work/build/whatever.
Nice, but how long is going to take to calculate offline…? You’ll be in the same boat as you are now with lightmapping. I’d imagine that it will probably take even longer to calculate than lightmaps currently do. But hey, it looks great, right?