what happened to volumetric lighting / fog

I didn’t do any performance testing yet.

The drawbacks of using a multiplatform engine :confused:

Here are a couple of performance tests. First has volumetric lighting applied to one directional light, the second has it applied to 10 point lights. This is on a 980TI, 4.15. The grain is coming from the post volume, forgot to turn that off.

Big difference, with and without, visually.

What about some shots not looking directly towards the light sources (if you’re not too busy)? I’m trying to see those situations when the current light shafts don’t work. Anyway, I signed up to Nvidia gameworks stuff some minutes ago. Thank you for the screenshots.

Sorry, don’t have the project anymore, it was just a quick test. But you can already see in my screen from a couple of posts back and in the last one here how situations look like where rays run perpendicular to the camera which wouldn’t have been possible before.

Overall the results are super exciting!

I have also tested it, and while it can look great, it doesn’t really look too great practically in outdoor scenes.

It seems to be impossible to get strong light shafts while the light isn’t visible, without also having the sky become almost invisible due to being overlayed by the color of the light. Even if you look away from the light, the sky loses its own color and you see the color of the light.

So having light shafts while also having a blue sky seems to be impossible unfortunately. :frowning:

Also, without the UE4 auto exposure it’s way too strong when looking at the light directly and there seems to be no other way to make it less strong than using the auto exposure. A simple setting for how strong the light should appear would be great, but all the settings are affecting not only the light source itself but also the light shafts, so if you set the intensity so that your screen is not completely filled with the light color when looking at the light, you also don’t get any light shafts any more.

In outdoor scene they need something to be scattered by. I gues it won’t work well if you don’t have forest/buildings/etc, just somthing akin to desert.
It would also probabaly need some dense fog to really work (or fake setting to fake fog). Either way it’s still better than scren space rays.

There are always some open areas. Once you have any area where you can see the sky, the volumetric lighting unfortunately looks quite bad if you want your sky to keep its own color. Fog is already included in the volumetric lighting. The problem is not that you need fog, the problem is that you always get some kind of fog effect even if you don’t want to have any fog and have a clear view of the sky.

This looks just amazing! You can clearly see how much atmosphere is added to scene by only puttinh volumetric light in!
So what do i need to make this working in UE4 ? Im using the launcher version of UE… nerver compiled something before.

Since Fallout is uisng the same NVIDIA integration… what are they doing different ? The volumetric light looks also great in fallout open fields…
By the way is this actually only Volumetric light or also volumetric fog ?

Light only. But you can simulate fog volume effects with movable Point light without shadows (RAD guys did the same in Order 1886 - “These were very cheap, and we used them (Air lights - shadowless point light with volumetric) both as they were intended around local light sources, but also as general fog volumes, by hiding the intense emission point behind a wall or floor”)
Directional and Spot lights requires dynamic shadows to works with volumetric

Order 1886 has special fast analytical path for unshadowed pointlight volumetrics. So these lights can skip costly raymarching.

Ohhhh man the end of my work day can’t get here fast enough :DDD

@hippowombat why? are you going to try NVIDIA’s volumetric lighting out ?

By the way… since we are talking about fog… can someone tell me what this slightly fogy look in the order 1886 is ? How can i replicate this look ? Or is it also volumetric ?

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You’d better believe it!

I will have to try this at some point.

[MENTION=24522][/MENTION]: With a little bit of tweaking I managed to get both, light shafts and a visible sky.

Jesus can someone tell me how this works? What do i need to do to make this work ?
@hippowombat nice!

@The_Distiller this looks so nice!

I’d like to see it in 4.16/17 :frowning:

The Nvidia solution work in AMD or Intel ? That is the question and if works what is the FPS difference compared to nvidia ?

Your sky might be “visible”, but you are also far away from a strong blue color. Its a light grey/blue, but definitely not a strong blue sky. And its even worse if you directly see the sun on the screen.