what happened to volumetric lighting / fog

Frustum implies screen space… And yes, they still voxelize the scene, but only store relevant information that will be needed; which again, I’ve already stated multiple times… Even if they are just ray marching, it’s still very similar to voxelizing a scene except it doesn’t have the memory overhead; for continuously storing the information of all the voxels. It still marches X distance, reads the information, does intense math/other operations, marches forward X more units, reads the information, etc etc. Sounds pretty similar to marching through voxels because they are one in the same, except one has simplified sampling…

The whole point of voxelization is to simplify things for vertex lighting/shading. It’s like using the color dropper in photoshop: instead of having it set to 1x1 pixels, you can set it to something like 10x10; for an average color. Using the same photoshop example, let’s say you have a 1000x1000 image that you need to run a heavy “per pixel” formula filter on: Using a per pixel filter on it would mean it had to run 1,000,000 times. If you set it to take 10x10 pixel averages and then run the filter, it would only have to run 10,000 times; or 1% of the cycles it had to run before. This is very analogous to why games are pushing toward voxelization for VL/GI.

Anyways, I’m done spamming this thread with all of the arguing about it. The point is, you will likely see more VL/GI stuff worked on and implemented after they finish up with the forward+ engine.