Well it ticks all the right boxes for me so far I can’t find last years thread from the period where the roadmap teased a July 2016 volumetric fog plan, but the feature as it stands right now on the master branch seems to include all the clever stuff I was asking for, so much thanks to Epic! I only had 10 minutes to try it so far but I liked what I saw
I’m actually a little emotional right now because the lack of this feature prevented me getting into UE4 beyond superficially playing with each version as it came out and compiling various Nvidia GameWorks branches of the engine. Now I can dig deeper. Cheers.
Seems to work ok on my too, I guess using SM5 via Metal.
The only thing I havent got working yet is the volume domain for particle material, probably because I dont really know how to use that side of UE4 at all.
DFGI is getting a 2 x performance gain ? isn’t DFGI dead ?
The problem with any dynamic GI in UE4 is and will be the dynamic lighting… they need to work badly at some performnace improvements.
I place 20 trees and some grass in Cryengine on my map and i get much better performnace with GI than having the same scene in UE4 without GI.
Distance field shadows are getting a 2x performance gain, not sure where you read that about DFGI.
Some of the recent distance field improvements will probably also affect DFGI, but the most significant improvements are probably only affecting the shadows.
This is wrights tweet.
esome would love to see what you come up with. btw all UE4 SDF stuff is pretty much 2x better in the upcoming release
So DFGI uses SDFs any questions?
I said technically it’s not a direct improvement but DFs were worked on.
I note a whole bunch more changes to the volumetric stuff in a commit about 5 days ago. Including some stuff being renamed, some changes to defaults, ability to use a cubemap for inscattering color, support for static shadows from stationary lights. Groovy
I was playing a bit with the master branch and tried to put a volume material on a skeletal mesh. With temporal reprojection (enabled by default) you can achieve a cool ghost effect
Its not the best because your mesh will get all mushy even if you just rotate the camera around the character without any actual movement.