I am using both (UE4 + CE) and I can say you pretty much nailed it
When DFGI comes you will be able to pretty much whatever you want with UE4. Interior and outdoor.
Yes shaders are more complicated in UE4 but they are also more flexible. Try making a toon shader in CE. I did. Did not go well Well pretty much impossible
The rest of the matter ( performance and how your assest looks and âfeelsâ) will completely depend on your know-how and skills as it should be.
GI solution is not some black box, it the feature that was requested by many and development has been started as soon as major rendering problems were handled. You can follow the process at any and see for yourself.
There werenât any slowdowns in development since start and we are approaching to optimization phase.
It is a part of complete dynamic GI solution, second part is Heightfield GI for landscape which could be tested either.
I honestly donât understand why you having such doubts when everything on the table and you can simply ask about further plans
Doubts about how this will work on a full level. I mean, working acceptable in terms of fps and quality. I donât expect to be perfect, but working acceptable. So far this solution is under dev, is nothing final, and by the when will be ready probable VXGI will be much more interesting to adopt.
VXGI is for GTX 900 series cards and above, and practically nothing else. Thatâs not an optimization issue either, itâs simply taken for the hardware to be able to pull it off. Itâs not like weâre going to get much better at it, or adapt VXGI for other graphics platforms. If weâre talking about acceptable FPS, VXGI is pretty much out of the playing field.
DFGI is currently the solution Epic are working on. It only started out as an experiment a month or two ago, itâs going to take a long to be 100%. Itâs already a thousand times better than LPV, and performs okay considering how early into development it is. However, the key part is that works on any graphics platform. Thatâs the key when it comes to the engine, it has to be scalable. VXGI is fine (and you can use it now if youâre an nVidia registered developer I believe), but only if you want to target a very narrow range of hardware.
It does not matter if itâs for GTX 900. I remember the jump from TNT to GForce was brutal. And everybody wanted the new card because T&L. This should be a major selling point for nVidia if they manage to market that feature well. Everybody will love to have a hardware accelerated solution instead software:)
Yea but most people canât afford that, and 99% of the developers that use UE4 need something scalable. Donât get me wrong, 4-5 years from now itâll be much more standardised.
We need something thatâs viable right now, all good things come to those who wait nâ all that
@zeOrb The jungle megascans demo you provided uses 4.6.1 and not 4.7 (now 4.7.1) so it doesnât use the new foliage lighting system that has backscattering from leaves otherwise it would have looked even better. You can check my comment in the video and Quixel answering me.
Also about VXGI, for now it has many bugs and lacking features like emissive materaisl arenât part of their GI system for now, the same for indirect specular. Also VXGI is programmed to only have one bounce level which is not eneough for many scenes since some areas donât get lit by just one bounce thus the lack of many needed results like indirect refelctions.
Does DFGI work interiors for the being? How many bounces does it have (I hope at least two to be reasonable)? Will it be available to to 4.8 preview when it comes to launcher? Thanks !
@PLASTICA-MAN, VXGI looks under dev, so DFGI, but one is a hardware solution, one is software. If I would be a decision maker at Epic, I would probable stop development efforts of current dynamic GI , keep only Lightmass and focus on VXGI only. If nVidia started this way, AMD and Intel will be forced to adopt it or come with something similar.
@darthviper107, possible to work on GTX 660, but is marketing also, that new feature can be a major selling point for new cards.
Iâm glad youâre not decision maker. Limiting lighting of game engine to particular GPU and excluding millions of users from using it is just the worse decision you could make in such situation =/