The state of Distance Field GI in 4.8

Could anyone update to 4.9 state?

Probably the best alternative for GI ever. Will this work for light source other than Directional Light?

I have just tested it with my new GPU (R9 390) in 4.9.1 and DFAO is 2ms now while HFGI is 16ms.

I have set these values in the ConsoleCommands.ini:

r.DistanceFieldGI=1
r.HeightfieldGlobalIllumination=1
r.VPLMeshGlobalIllumination=0

2ms for DFAO is nice, but 16ms for HFGI seems to be a lot…

It’s sooo sad that dynamic GI isn’t a priority for Epic. I think more and more modern games will use fully dynamic lighting, not less of them. So it’s a strange decision.
The focus on improving performance is a really good decision though!!! Especially if some of it happens to be improving dynamic lighting / shadows performance.

John, HFGI performance has regressed in 4.9. We dropped the adaptive sampling for DFAO + HFGI but then only optimized DFAO through the global distance field, so HFGI ends up being slower. Hopefully we’ll get a chance to revisit and make HFGI work nicely soon.

Note that you can always go back to the 4.8 method with ‘r.AOUseSurfaceCache 1’

Hi,
Is DFGI available on OSX el capitan ?

Only DX11 (windows) and PS4 is supported currently.

Just a quick question:
Can I turn it on and off via console commands (to make it toggleable in a settings menu)?

Do anyone use it in official 4.9 engine version?
I tried to get it working but without success
I am also tried to get master build from git(4.11) does not work anyway

And for some reason it work perfect on 4.8.1

Can you use dfao on static meshes with a material that moves the vertices such as a tree swaying in the wind?

Bump
I need some help
I know the console command is r.DistanceFieldGI 0 or 1, but it doesn’t do anything, if I expand the console, it says it’s read-only

Nevermind, I just needed to RTFM.

What is the current state of this in 4.10? Did the HFGI manage to get revisited for it to be usable again without having to give up the DFAO optimizations?
And I was wondering, does the DFGI effect landscape without HFGI on? And if it does, is HFGI something we need in open environments at all due to all the bounce color and lighting coming from foliage and other objects?

Also, is this currently better quality and performance wise than NVIDIA’s VGXI?

Hello,

With DFGI I’m getting some black line artifacts as you see in the visualizer. Is this common for everyone?

Bump.Bump.

Why is this thread so dead, shouldn’t this be like the new exciting thing for the engine?

Because it’s currently on hold. is doing optimization work and not having time to work with this.

Then what direction is dynamic GI going?

Check out the AHR branch.