Unreal 4 Lighting Academy....or something like that ;)

Well…I mean I cant talk for Unreal…so I don’t know if this will ever evolve into anything more! Also, it’s not as simple. I actually think AC: Origins looks pretty bad and I can see almost no color bleeding. Having the right indirect color vs. actually having precise color bouncing/bleeding is quite a huge difference and the AC games don’t have a high enough probe rez to really have nice color bouncing. At least from what I know. A big exception was AC Unity…that had the most advanced tech…but it ran like **** which is why all AC games that came after Unity actually don’t look as good as Unity, but they run better though :smiley:

Also, to have a time of day, Ubisoft bake several stages during the day and then interpolates between them, which causes MASSIVE datasets and gigabytes of probe lighting data. Another reason for these types of games being so incredibly big, filesize-wise.

The Division has one of the most advanced versions atm…at least from what I know, but their tech is also far away from flawless and their setup needs tons of manual work. But you can do stuff like that if you throw 800 people on it :smiley:

Cheers! :slight_smile: