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    Question about LPV

    Hey guys!
    I'm wondering about LPV fate.
    It's second most voted feature in Rendering tab, right after Parallel rendering, however it's STILL only in backlog.
    You can find a lot of threads about LPV on this forum and I think this feature one of the most intriguing in UE4.
    I understand that production-quality LPV implementation is serious business and can took a lot resources, so I want to ask - will there be any serious improvements or I should not thinking about production-ready LPV in this year?
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    #2
    Depending on what you want to use it for, it might not be a solution you would ever want to use. I wouldn't count on it ever being a full dynamic GI solution.

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      #3
      LPV + Some kind of screen space solution would provide nice results.

      The biggest draw back of current LPV implementation is lack of Cascading. Because of that it produces very poor results.
      https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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        #4
        The biggest drawback is that the LPV area is too small for a reasonable amount of detail. You can make it bigger but that lowers the detail and you might as well not be using it at that point.

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          #5
          Originally posted by darthviper107 View Post
          The biggest drawback is that the LPV area is too small for a reasonable amount of detail. You can make it bigger but that lowers the detail and you might as well not be using it at that point.
          Yes. That is what Cascading would solve
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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            #6
            I'm not sure what that does, can you explain?

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              #7
              Originally posted by darthviper107 View Post
              I'm not sure what that does, can you explain?
              Simply speaking it's technique of creating something in cascades.
              First cascade (closest to camera), have highest resolution (in case of LPV highest desnsity volume grid), and subsequent cascades have lower.
              https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                #8
                Yeah, that'd definitely help, currently it's only a specific area, which doesn't work for interiors because it ends up black where the LPV ends, probably not as noticeable in exterior environments but still an issue.

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                  #9
                  Yep, made a thread a while back asking about cascading LPV, which is very similar to cascading shadows. Starting to wonder if they're dependent on Lionhead for updates. I asked a couple devs at the Portland developer meetup that didn't have answers either, which is understandable since they're focused on only specific parts of the engine or specific projects.

                  Certainly not lacking in imagination for what I want to use LPVs for, surprising how quickly dead ends were encountered. No offense to the Epic team which are doing awesome work, but it made me sad that the only update to LPV in 4.3 was fixing a crash that didn't exist in previous versions

                  Any lighting solution that is dependent of stagnant static scenes is staying disabled whether I'm using LPV or not, unless of course I decide to abandon my project and make something that is just a twist on the same old rehashed formulas we've been seeing for years with only a minority of stand out exceptions.

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                    #10
                    I'd like to hear more about this from Epic as well.
                    Dynamic light is all people ever talk about when it comes to engines so anything that can improve it should be done.
                    As zeOrb already said, LPV is obviously something people want, judging by the Trello board.
                    Especially now that Epic have started to focus more on allowing larger games/world to be made using the World browser I think improving how you can use dynamic light should be a priority.

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                      #11
                      People don't really want LPV, it's just the only option in UE4 for dynamic GI. It would be better if they integrated the Nvidia GI system, which is supposed to run well and not have the issues of other dynamic GI solutions.

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                        #12
                        People don't really want LPV, it's just the only option in UE4 for dynamic GI. It would be better if they integrated the Nvidia GI system, which is supposed to run well and not have the issues of other dynamic GI solutions.
                        There is a lot of cool tech from Nvidia, but since a lot of their tech is not cross-platform it would segment a part of our user base. This is why PhysX destructibles and Apex clothing work off the CPU rather than GPU.

                        Tim
                        Tim Hobson | Learning Resources | Epic Games
                        UE4 Documentation

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                          #13
                          I don't know enough information about it, but from what I understand, their Gameworks systems can work on other hardware, it's not like PhysX where it gets a performance benefit from CUDA (though I'd guess that they'd still work better on Nvidia hardware)

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                            #14
                            Currently the rendering team is focusing on parallel rendering, which means the splitting up of CPU side rendering work so that it can be processed on multiple cores. This is a big task so it's taking a lot of our time and it's important to drawing lots of anything (objects, foliage, shadows, etc) on PC and consoles.

                            I know this is not the answer you guys are looking for, just trying to be transparent. This push will take a few months, hopefully we can get back to working on dynamic lighting features after that. It may not come in the form of LPV improvements.

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                              #15
                              Originally posted by DanielW View Post
                              I know this is not the answer you guys are looking for, just trying to be transparent. This push will take a few months, hopefully we can get back to working on dynamic lighting features after that. It may not come in the form of LPV improvements.
                              Understand (;
                              For my part I will say that any improvements for real time indirect lighting are very much welcome addition!

                              I have two questions:
                              1. Is there any prediction where the Multithreaed Renderig will be available ? Something like this year, first quater of next year.
                              2. Will it scale to all available CPU cores, or it will be limited to just using hardcoded X cores ?
                              https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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