Upcoming Push for dynamic GI after Neo & Scorpio Announcements?

LPVs aren’t in the engine anymore, they were removed in favor of SVOTI. There is no GI whatsoever when SVOTI is disabled, it’s just using environment probes for a sort of localized area light. Bearing in mind the base performance of the engine in general, it’s mindblowing how fast SVOTI actually is when enabled, it’s nearly the same speed as the UE4’s LPVs.

UE4’s LPV isn’t that fast

I’m a big fan of dynamic GI and i’m also a big fan of Cryengines SVOTI, people can argue how long they want… Just have the look at the performance and qulity, there is nothing more to say.

Hopefully Epic will do some magic when it comes to Dynamic GI, someone mentioned it before… The new graphic cards are here and they can handle dynamic GI without any stress. The same goes for consoles, the new generation “updated” is almost here… Maybe they dont hit the market in like 3 months but it wont take long until they will be released. It’s just a matter of time… So please give us tools to work with this new explosion of performnace.

It doesn’t actually matter if the new consoles can do it, the old consoles have to be able to play the same games.

Cryengine goes to Bankruptcy. Unreal prefer performancer over acromyns. If you aim to big sales and check the steam stadists can see that no all customers have hightend pc. And the consoles are coffeemakers to move lot of lights.
I hate the time to make lighmaps, but really, even dinamic light without indirect illumination it is a pain.

By that logic we have to remove POM, Tessellation, DFAO and a lot of other things from UE4 because they don’t work well in old consoles too. :eek:
But we can keep them all and just disable them on the console port if they don’t scale well.
Weak hardware is not really a reason to halt advances in graphics. The same way people enable/disable tessellation/POM and a lot other things, they can also enable/disable dynamic GI and such things as well. So why not give them the option to decide for themselves?
@erWilly, Performance in cryengine is also more stable than UE4. With all those graphical features. :slight_smile:

Well atm you can use the LPV, Nvidia light system or the Epic Games test with DFGI.

I made a simulated GI system time ago, and I posted what I do to simulate the GI with a example and engine changes, you need to setup the scene with that old system but is less expensive than all GI systems RASL - Upgrading the real time light by Hevedy - Work in Progress - Unreal Engine Forums

Note: you need to setup the scene and overload the materials, but give a result about 5-10FPS less than a normal scene with realtime light, that is 20FPS of difference or more with the first less expensive GI solution right now LPV.

My solution can run probably in all VR systems, but not tested.

The entire business model with the PS4 Neo and Microsoft’s Project Scorpio is that even consoles will start running at different spec levels and resolution. As long as the gameplay functions without it, the older spec hardware can just play the game without the extra that GI provides. It’s not an all or nothing situation anymore. Just build the GI into the scalability options like anything else so it can be disabled on lower end hardware.

I see it absolutly the same way like Maximum_Dev… And when we are talking about current game consoles, games like The Diviosn may not have fully dynamic GI but the Lightprobe solution that they are runing looks still very good and runs even on a shity Xbox One.
Cryengines SVOTI runs even that well on current gen consoles, that a game like Kingdom Come is using flully dynmic GI “SVOTI” even on an Xbox One and PS4.

There is no excuse in my opinion to not have a Dynamic GI solution in the engine.

Those features are not at all like dynamic GI, you can turn those off without a significant impact on the game. With dynamic GI, if the system can’t run it, you have to have a completely different lighting solution.

They’re pushing more for 4K and VR with the new consoles, they won’t be able to do that along with dynamic GI. And for the old ones, if you have to turn off dynamic GI to be able to run it then you have to have an alternative lighting solution in place. Which means you’re doing a ton of work to get the game to run on both consoles. It’s much more likely they will make one version with some easily enabled settings for the newer console like increased resolution/AA and stuff like that.

And don’t get me wrong, I want the --it’s the #1 thing I’m looking for, I just don’t think it’s likely and we shouldn’t get our hopes up for it

Why do we have to have a different lighting solution for systems that can’t handle dynamic G.I? SVOTI is being enabled with 1 click on their current lighting solution. VXGI in UE4 is being enabled with 1 click on top of the current UE4 lighting solution… The difference is just having bounce light vs. not having bounce light. I don’t understand your point.

Actually you can switch in cryengine from one to another lighting system basically by unchecking one box. So i dont see the point in saying its not that easy, actually it is. Dynamic GI is the future or lets better say with the current performance we have reached, it is alreday here, just not in UE4.

If you turn off the dynamic GI then you’ll have to set up the game with the old lighting system. You’re doing a lot more work when you have to support both solutions, in those cases it’s hard to justify the development cost to add a dynamic GI system. It’ll save you a lot of time to just use the old lighting system which you would have to use anyway to be able to support the old/low end systems.
As far as SVOTI is concerned, I would expect that it’s probably got some limitations and isn’t necessarily as good as you’re thinking. But someone would have to do a more in-depth analysis to figure out whether it’s capable of being a good solution for a majority of games. For something like Kingdom Come, they can turn down the quality like lowering the number of voxels because you don’t need to do all that much dynamic GI calculations to get outdoor/sunlight lighting to look good.

That’s the part I don’t understand. What do you exactly mean? is “setting up the game with the old lighting system” anything other than simply unchecking the dynamic G.I checkbox? because so far that’s all that needs to be done in both CE and UE4 for going back and fourth between lighting with and without G.I. What cost does this add to the development?

Setting up lightmap UV’s, building lighting, designing your game so that it will look good with the lighting system (since baked only works with static objects). You can’t just turn off the dynamic GI and be OK with the results with no GI at all.

I think what he means is that, if you allow players to see the levels both with GI on, and with GI off, then the lighting rig used to make the “GI off” levels look good, will have to be different from the lighting rig used to make the “GI on” levels look good and play well.
So, basically, you do all level lighting artwork twice.

@darthviper, from our previous talks i can asume that you are not a big fan of dynamic GI, for however what reason. Which i dont get by the way.
However if i don’t like something i will always find 100 reasons to talk something bad. I also dont get point in not wanting to have a alternative to lightmaps and precaluclated GI in UE4. You know new Technology can be something good and like i wrote before we have now, we will have more than enough performance to handle dynamic GI.

So there is not even one single reason to not have dynmaic GI in the Engine and to use it in the futrue if it fits your needs and your project.

Like I said, dynamic GI is the #1 thing I’m looking for, it gives you a lot more flexibility in your game design and there’s some stuff that I want to do that would be difficult to do otherwise. I just don’t expect it to be there any time soon and I wouldn’t get my hopes up for it. Like with Cryengine SVOTI, if it sounds like it’s too good to be true, it probably is. For me personally, I’m not developing for console and I don’t mind if like only 10% of the PC market has the hardware to be able to run it, I’m always pushing for better graphics.
I think it UE4 wasn’t already launched, and they had the hardware capabilities that they have today then they’d probably have a full dynamic GI system in the engine, but with all the other stuff that they have to do I don’t think big features like that are going to be a priority over things like bug fixes.