Why UE4 isn't using Enlighten?

LPV is used for Fable Legends, it’s exactly the same as it is currently in UE4. If you have an exterior type map there’s a number of these options that will work just fine.

Most open world games don’t have any kind of dynamic GI, the few that have anything at all usually have it only very limited and specific situations, not nearly as usable as what people want.

Dynamic GI is a MUST now for next-gen open world games.

Just Cause 3 looks stunning with it’s dynamic GI, way better lighting than the Kite demo.

The dynamic GI solutions in UE4 can do that type of thing just fine, like I said, exterior environments aren’t as much of an issue. Most of the lighting is direct lighting and you only need that bit of indirect illumination in the shadows and it’ll look great. But that’s only one type of game and people really want something that will work for everything, like SVOGI or VXGI

Sorry but LPV is a outdated technique, even cryengine droped LPV a few years ago… If the LPV system would work that good it would be inegrated as a standard alternative next to lightmass but it isn’t… LPV is still very bugy / not finished and extremely performnace hungry and like i wrote outdated, i even don’t like to mention that it has only one bounce and and and…
Like i wrote before, we have no real usuable GI solution, even the ARK makers crafted something by they’re self together to get dynamic lighting and GI working…

Cryengines SVOTI is a absolut genius system, real time GI with 2 bounces… The look and the performnace are absolutly amazing, UE4 should work on something similar…

If you want fully general dynamic GI then VXGI is best that can be done and you already have that. It’s costly but general dynamic GI is always. SVOTI seems to have all kinds of popping, leaking, lagging and range issues.

LPV is integrated as a standard alternative next to lightmass, and it works on console, and like I said people are using it.

I’ve tested SVOTI and the performance is still pretty bad, not at a playable level for most people and it has issues like bleeding and lacks things like reflection.

Bad performnace with SVOTI? Are you serious ? The new SVOTI has even a better performnace than the old cryengine probe based GI system and i even don’t like to compare the SVOTI performnace with LPV.
If LPV would be that good why isn’t ark using it ? UE4 is absolutly nice looking with lightmass no question about that but the GI systems are horrible.
Sorry but it seems that we have here complitly different opinions, my main engine is also UE4 but claiming that the SVOTI system is bad or the performnace is bad is absolutly not the reality.

LPV is trash no matter if we are talking about UE4 or Cryengine, i mean there is a reason why LPV wasn’t used for the KITE demo… And beside of LPV UE4 has no other real GI solution “SADLY:(”, especvially not when it comes to cross platforms ps4 etc…

SVOTI performance / cost
The performance depends on which GI settings are used. Usually on Xbox One it takes 4-5 ms of GPU time and on good PC (GTX 780) it takes 2-3 ms
(AO + Sun bounce, no point lights, low-spec mode).

This values are amazing when thinking about that you get full real time GI and lighting…

And for “LPV is integrated as a standard alternative next to lightmass” i can only say take a look at the image i posted…

http://fs5.directupload.net/images/151002/ndt2k77q.jpg

SVOTI does look really quite amazing. I’m in a really bad spot right now, I need to use UE4 because of blueprints and overall I much prefer the engine to cryengine (as it can also do larger landscapes out of the box), but I NEED a dynamic GI solution to the quality of SVOTI for what I would like to do with the quality I would like. So right now I’m just stuck doing nothing until the day UE4 has some sort of SVOTI equivalent.

Sadly it’s a tall order to ask for a dynamic GI solution that works for massive open worlds but is detailed enough for interiors as well.

I don’t know why Ark isn’t using LPV, but it works fine for Fable.
Testing SVOTI with this: http://www.cryengine.com/community/viewtopic.php?f=309&t=131523
On a GTX 660 I get less than 30FPS, and there’s not even anything going on. If most people can’t use it then it doesn’t matter. LPV works fine, though of course the quality is not anywhere near that, but for exterior stuff where you just need some light in the shadows it looks OK. SVOTI isn’t going to be working on consoles, LPV is though.

The technique from kite demo was just heightfield G.I + dynamic sun/skylight? looked pretty good for an exterior solution.

LPV looks OK… thats the problem, it looks just ok, nothing more. So i can agree to that at least.
Beside of that you can use LPV just for exterior like you wrote alreday, SVOTI can be used for interior and exterior with a very good quality.
ARK isn’t using LPV cause LPV is “trash” and the performance is horrible… I tried my self a little “forest” scene with LPV, the perfomance and quality isn’t any near to SVOTI.
I had like 10 times more trees and grass with SVOTI and still better FPS rates like with LPV…

And for your FPS rate in the Baron Haussmann Demo, i have no idea how powerfull the GTX 660 is
but i’m getting with my GTX 780 Ti the full locked 60 FPS in the newest version of the demo.
And don’t forget it’s more a Archviz scene not a game scene, it’s definitly not optimized, no lod’s, it’s using HP models etc…

But beside of that i gave you some info about the performnace…
“Usually on Xbox One it takes 4-5 ms of GPU time and on good PC (GTX 780) it takes 2-3 ms”

And SVOTI is and will work on consoles, casue you get alreday a better performance out of it like with the old probe system which was used for Ryse Son of rome on Xbox One!
And LPV works not fine beside of the horrible performance it has a lot of bugs and issues… Thats why it is not production reday…

And please don’t take this personal, it’s not my intention to offend you in any kind… It’s just i’m really waiting and hoping that UE4 gives us finally a good solutiuons like SVOTI.
No matter how much i UE4 love the reality is, we have not really a Realtime GI solutions avaiable right now… especially not production reday…

@, it was definitly looking good, no question about that but i’m sure if UE4 could use SVOTI we would get a much better qulity and performnace…

I am not going to lie, I am very happy i made the switch from unity to unreal. I still own a unity 5 license for other projects, but unreal has far more features. In regaurds to lighting… man… unity OWNS unreal. I have 2 i7s cranking out my lighting and on preview it will take at least 2 hours in unreal. With enlighten … not only can i move lights around to see what lighting would look like, but if i move any static objects around it only rebakes what is needed and automatically in the background as i work. Plus with unity you can bake occlusion seperate and quick. With unreal… when i try to bake occlusion it has to bake the lighting at the same time for some reason… so great… another 2 hours wasted. Such a head ache… and lets not even get into wanting production lighting… talkn over night affair for 2 high end pcs working together. Unreals form of lighting needs to go… and unreals “realtime gi” solutions are a joke. I am doing VR based stuff and unitys can handle that performance wise… unreal on the other hand… for one distance fields arent even supported for vr… for 2… my scene sucks with distance fields… i guess walls are to thin or something… A bake selection option for unreal would be hugely beneficial since unity has that already… instead of baking the entire scene… This is all my opinion in what i would like to see with workflow changes… Oh and i dont care about a realtime gi solution that only works for directional lights either… thats just dumb.

Well, UE4 has to cover a huge amount of possibilities. Different platforms, different use-scenarios, etc. It’s not as easy as “Let’s just create one”. Some solutions work for one project, but maybe not for the other.
The only multipurpose engine (I can think of) which has realtime GI is Frostbite, but DICE integrated Enlighten so it’s not really their own work. CryEngine just recently received voxel GI, before that they used a LPV solutions which only worked with a single sun-light, even the LPV we have currently is a bit more advanced as far as I have been told.

Yes, most of the GI solutions are still experimental and I agree that Epic should finally start working on GI properly.

Might be off-topic:
I’m still not sure if UE4 is a “true” high-end engine (especially if you want it to use it for a dynamic environment)(This sounds more dramatic than I want it to be). We just recently got POM, something I expected to be included from the beginning. Still I prefer UE4 over every other engine, with GI or without.

@ Dakraid, thats actually wrong… Cryengine used before Voxel GI a probe based GI system which is still very good “Same system like in The Divison” LPV was droped by cryengine like 2 years ago because of performnace and quality issues.

I see it the same way, UE4 is a amazing engine and for interior games or small worlds lightmass will give us absolut amazing results but for open world games UE4 is in my opinion useless “sadly” Epic knows that very well, thats why they figured out a quick “solution” for the kite demo… And like a mentioned before, even ARK intergrated they’re own GI system into UE4… If the integraded LPV system is OK “which is not” why would someone take this huge step to develope a own GI system, i think everyone should get my point…

Hopefully VXGI “Nvidia” will reach soon a version which is production ready… Maybe even for consoles…
VXGI looks also absolut amazing but from what i read it has some performnace problems and some big bugs but thats only what i have read… Never tried VXGI by mysewlf.

Ahh, ok. Thanks for correcting me. Wasn’t aware of that. :slight_smile:

VXGI can give stunning results, but yeah…the performance is horrible, especially when you turn on Specular Tracing. Specular Tracing on it’s own can half the fps, at least in the tests I did.

I sadly didn’t try VXGI, but yeah it looks really really good… Hopefully they keep working and updateing the version until it is production reday and not only for High-end machines…

That’s not even an excuse, all next-gen outdoor games come out for consoles as well as on PC.

That wasn’t intended to be an excuse, I’m not even sure what I would have made an excuse for?
What I wanted to point out is that most realtime GI solutions have been tailored to their respective game. Frostbite was the only engine being used in many different games I could think of.

UE4 covers, or tries to cover, a lot of games. A GI solution for UE4 would need to be scalable and perform well in any situation. Some GI solutions look great outdoors, but have issues as soon as you take them inside buildings (light leaking for example). Those that work well indoors might perform bad outside.

GI is hard. Realtime dynamic physical based non biased GI is super hard. Voxel based aproximated solutions are only sane system for this currently and VXGI is there already. Just stop whining. Grass is not greener elsewhere.

Just stop whining ? Grass is not greener elsewher? The grass is greener… for example in Cryengine and Unity5, cause both have alreday good to very good GI solutiuons.
Personaly i stop whining first :frowning: when we get something nice in UE4 which is actually a real alternative for ligtmass :rolleyes: