what happened to volumetric lighting / fog

Very nice clip… Again we need this in UE4… :cool::wink:
I wrote Galaxyman but i got so far no answer… hopefully he will write back since he should have so experience with the nvidia volumetric lighting branch.

That Nvidia panel is great, and seems the best solution so far, thank you for posting. One thing is clear: they are sooo sexy


:stuck_out_tongue:

As far as i know… the snowdrop engine is using its very own developed volumetric lighting.

[QUOTE=The_Distiller;666654]
The usability of volumetric lighting on current gen hardware even for a broad use, full screen scenario is unquestionable. Purely by the fact that many games are using it for years now.

Killzone: Shadow Fall is a prime example here:

Taking Killzone Shadow Fall Image Quality into the Next Generation - Guerrilla Games starts at page 65.

Crazy what they get out of 8 samples:

There’s an open source implementation of that for Unity, in case anybody wants to take a look at the code:

Maybe we should write him and ask if he could realize the same thing for UE4… :confused:

Can’t you do this with the particle engine?

Very inefficient and not very accurate.

With millions particles that are shadowed and sorted properly. Then yes.

https://github.com/NvPhysX/UnrealEngine/tree/VolumetricLighting-4.15

Just thought people in this thread might want to know this is an option now. :smiley:

Did Nvidia opened source code for volumetric lighting part?

It’s been source available for a year now: https://github.com/NVIDIAGameWorks/VolumetricLighting (not really open source, in the same way the UE4 isn’t ‘open source’ either)
To get access: https://developer.nvidia.com/content/apply-access-nvidia-physx-source-code

And the integration is DirectCompute, so works for assuming your project is DX11 or DX12.

Yes i understand that not really open but as long as it is in “open code” state like PhysX then it will benefit unlike VXGI which has only binary blobs.

Can anyone conform that it works as expected? I see all Nvidia volumetric options for lights, PostProcess Volume, World Settings, but there is no any volumetric effect in viewport (and game). Also, there is some rays in debug mode.

Edit. It works! Attenuation Factor should be high enough, ~100 in my case

Yep, works like a charm!

Oh cool, I’ll have to try that at some point.

Wait… you guys integrated nvidias volumetric lighting into UE4 ?

No, NVIDIA did :slight_smile:

How’s the performance? does it work for production or like vxgi it’s only for having fun?

I guess since Fallout 4 is able to use it extensively on a PS4, it can’t be too bad.

The_Distiller, your image looks nice. Did you measure the performance hit of using it? Which engine version are you using?