what happened to volumetric lighting / fog

Well it ticks all the right boxes for me so far :slight_smile: 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 :slight_smile:

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.

Will this ever be implemented in an official release?

It’s likely to be in the the 4.16 release

I’m curious if this will be fully implemented in 4.16 “fully working” or just a experimental feature…

AWESOME
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This will be a HUGE step forward for Unreal. :cool:

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.

Is there an official statement?

A huge step would be to finally implement dynamic GI and a way better performance for dynamic light.

ftfy :wink: <3

Doesn’t need to be, if it’s available on github before the 4.16 branch is created then it will be included in 4.16.

Hyped for volumetric stuff, yet, struggling to get a constant 60 FPS with a terrain and bunch of trees without any fancy lighting features. :frowning:

That’s great! I’m sooo looking forward for 4.16 because of this :slight_smile:
This + dynamic lighting performance improvements == me happy.

You missed the GI and custom lens flares :stuck_out_tongue: that for the graphics parts, then is done.

DFGI is technically getting some love DFs are getting a 2x performance gain.

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 :slight_smile:

https://github.com/EpicGames/UnrealEngine/commit/ab9d8e35b1d136173c605a5b992631adf7985c80

That looks really pretty :slight_smile:

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 :smiley:

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.