Tonight I downloaded the VXGI ue4 branch to test it out. A forum member, , merged UE4.7.3 with nvidia’s gameworks VXGI (and some other of their plugins). Besides the shader compilation taking long (±2 mins per shader, sigh) it’s pretty cool. I’m doing tests but converting a scene is taking long because of the shader compilation. I’ve heard VXGI can do 2 bounces…or they’re working on getting more than 1, not 100% sure. Anyway, it’s cool to have everything dynamic, no lightmaps and no black faces because of the usual 0 bounce. I may try to make a project from scratch with it, we’ll see.
I loaded a huge scene with 1400+ static meshes and it’s not that bad. averaging 60 fps…but it’s on a gtx 980 superclocked…I will try to finish my conversion of Salk Institute with VXGI asap!
Maybe with vegetation and some fancy stuff it will kill my fps…I’ll do more tests.
Well, I have not optimized anything at all SaviorNT, this is just the fps I was getting when I imported my model. It’s just static meshes, a directionnal light, a skylight and VXGI on. Not even all materials we’re applied. But if you need 75 fps for VR, it’s gonna be quite a challenge. I think vxgi only work on gtx 970 and 980 too.Vxgi is still in beta too.
That’s the exact reason actually. Imagine a world that is 4x4 “tiles”… rather, actual maps that are level streamed. Each level is 8136x8136 (or w/e it is in landscape), with foliage, NPC’s, AI, 100+ (in my dreams!) players, etc… etc… As it is, without VXGI, I’m close to making my computer explode!
Or perhaps I can design it using “today’s” technology, for “tomorrow’s” hardware, much like Crysis when it was first released?
VXGI do not support more than one bounce (yet). Maybe in the future but the developers are just analyzing possibilities on how implement that. The priorities for them is getting this to work without bugs with 1 bounce before anything.
It works on any graphics card that supports dx11. 9xx has some hardware features that accelerate the calculations to optimize performance, but it works the same on any dx11 GPU in terms of graphics.
And nice to see you are already testing it on Archviz. Can’t wait to see what you can get on more complex scenes!
If possible, could you always inform the fps you are getting in your next tests and screenshots? I think this is a key factor for most of us who are considering to use VXGI at some point.
I have a VXGI build running on Maxwell and it works fine. The performance is not a problem otherwise I guess but like mentioned above shader compilation takes a loooooong time.
I progressed a lot tonight on my Salk Scene. Still alot to do material-wise tho… Made quick vid. In Editor fps is around 60 and in standalone I have not checked…I ran the ‘‘game’’ at 2560x1440 and recorded with shadowplay. Still need to tweak VXGI so it look more real. the interior is lit a bit too much at the moment.
Are directional lights casting shadows into voxelization properly already? it was a bug when I tested it, maybe that’s why you are getting too much light in the interiors.
Very cool results. I’m excited to see so much work and concern in dynamic GI. I’ve been following the DFGI thread for awhile and it is very promising to see multiple solutions being worked on.