Hey guys, I wasn’t in the live stream but can answer some rendering questions. Only answering the ones I know the answers to.
Support for texture lightmaps on instanced foliage is being worked on but will not be in 4.5. We expect it to have a lot of problems even when it is working - you can easily have horrible build times with lots of instances either due to instanced triangle count or due to a ton of lightmap texels. In the end what you want for foliage lighting isn’t necessarily texture lightmaps anyway - triangles in foliage are really a simplification of many smaller leaves. Texture lightmaps are going to have a lot of seams everywhere. Two-sided foliage needs a special lighting model. We want to improve this but haven’t gotten to it yet.
Lol
The features for this are forward lighting of transparency and planar reflections. It’s something we want to improve but haven’t gotten to yet. I started working on planar reflection support for Epic Friday but had to shelve it as I ran out of time. Maybe next Epic Friday =)
We haven’t gotten to that yet. The reason is that light shaft bloom on point lights kinda sucks and doing light shaft occlusion on point lights first requires inscattering from that point light (lit fog from local light sources) which we haven’t gotten to yet either.
Not yet, sorry =( The asynchronous shader compiling system is very complex and easy to make subtle bugs in, which has slowed this down.
I’m not sure that will ever be supported, SSR operates deferred on a single layer (opaque only). I don’t think it can be made to work in a forward pass with reasonable performance.
Realtime GI - no improvements in this area, sorry. Emissive lighting in Lightmass will probably be re-added soon, it’s not too hard.