Announcement

Collapse
No announcement yet.

Svogi

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Svogi

    Epic,

    Would there be anyway possible to add back the SVOGI code to UE4? I understand it was removed for various reasons such as not being able to scale well since it needs an extremely beefy GPU and UE4 needing to also handle large scenes, etc. But for those of us who have top end hardware that would like to tinker with this for our own personal use and education it would be really nice to have this back in the engine. Maybe as an experimental branch or something?

    I'd implement this myself but since you guys already have an implementation that would make things much easier/faster.


    Thanks.

    #2
    I second this. Can we get an experimental build with SVOGI? Sort of like a separate branch. Even if it was not being updated, just the old version that was canceled, it would still be nice to experiment with. Is there any chance of this happening?
    Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

    Comment


      #3
      Have a look at this thread:

      How to enable Light Propagation Volumes GI [ WIP AND BETA]

      Comment


        #4
        I also vote for this. If Tim Sweeney or any other Epic staff is seeing this, please include the SVOGI code. Personally i am very much excited to try it out. Even if its the old code that was used to demonstrate the Elemental Demo, we'll be happy. Please include SVOGI. It was amazing!
        Support my RTS Game (Agora) on Patreon!
        Unreal Nexus - Create Share and Experience!
        Unreal Engine 4 World-Wide User Map

        [PLUGIN] Aws Gamelift Client Plugin
        [TOOL] Create your own binary release of UE4 from GitHub source
        My UE4 Tutorials and Misc Tools

        Lead Programmer at YetiTech Studios
        Your Friendly Neighborhood
        Satheesh PV (a.k.a RyanJon2040) | Twitter, Instagram, Facebook, LinkedIn, YouTube, Google+

        Comment


          #5
          Originally posted by Errvald View Post

          I'm aware of that, but it's not the same thing. SVOGI is more expensive, but produces better visual results.

          Comment


            #6
            Originally posted by Errvald View Post
            That definitely quenched some of my thirst for dynamic GI, but seeing the full awesomeness of voxel tracing for myself would be epic. So our request is less urgent than before, but still stands.
            Fully dynamic Time of Day System blueprint: https://forums.unrealengine.com/show...e-of-Day-Setup Download it for free now!

            Comment


              #7
              Also...LPV only generate GI from the directional light and no other light sources...which is still cool, but also not complete realtime GI how I would understand it (since all other light dont contribute to the GI)
              So *BUMP* for bringing SVOGI back to the game!
              Check out UNREAL 4 Lighting Academy
              https://forums.unrealengine.com/show...ng-like-that-)

              Comment


                #8
                In all honesty guys, I wouldn't expect SVOGI to return for at least another 2 years, if at all.

                While SVOGI was incredibly powerful, it was so incredibly expensive. The tech demo we saw over a year ago was running on two overclocked GTX 680's, the most powerful setup available at the time.

                Comment


                  #9
                  Originally posted by TheJamsh View Post
                  In all honesty guys, I wouldn't expect SVOGI to return for at least another 2 years, if at all.

                  While SVOGI was incredibly powerful, it was so incredibly expensive. The tech demo we saw over a year ago was running on two overclocked GTX 680's, the most powerful setup available at the time.
                  Regardless of whether it's SVOGI or not, Epic needs to come up with some fully dynamic (meaning: all lights, all objects, no compilation time) global illumination solution, and quickly. CryEngine has it, Frostbite has it, and Enlighten has managed to do it on both UE3 and UE4 with good looks and good performance. It's so frustrating that we STILL do not have a fully dynamic global illumination solution, even for high-end machines. Enlighten has proven that it can be done.

                  Comment


                    #10
                    I'm sure they are looking into a SVOGI replacement and it will be fully dynamic solution base on what Epic programmer mention online. nVidia GI works might be a good replacement? but I don't know how tax it is on a system: https://developer.nvidia.com/gi-works. It might not be practical because UE4 was meant to be devoid of any third party solution,because UE4 source code is public.

                    Also check out "Object-order ray tracing for fully dynamic scenes" http://cg.ibds.kit.edu/ORTFDS.php
                    Last edited by SonKim; 03-24-2014, 03:16 AM.
                    TOUR of DUTY

                    Comment


                      #11
                      As SonKim said, i dont think Nvidia GI Works (It looks cool though) will be available because UE4 source code is available to us. I hope Epic will introduce something for fully dynamic solution very soon.
                      Support my RTS Game (Agora) on Patreon!
                      Unreal Nexus - Create Share and Experience!
                      Unreal Engine 4 World-Wide User Map

                      [PLUGIN] Aws Gamelift Client Plugin
                      [TOOL] Create your own binary release of UE4 from GitHub source
                      My UE4 Tutorials and Misc Tools

                      Lead Programmer at YetiTech Studios
                      Your Friendly Neighborhood
                      Satheesh PV (a.k.a RyanJon2040) | Twitter, Instagram, Facebook, LinkedIn, YouTube, Google+

                      Comment


                        #12
                        Originally posted by ErikSwan View Post
                        Regardless of whether it's SVOGI or not, Epic needs to come up with some fully dynamic (meaning: all lights, all objects, no compilation time) global illumination solution, and quickly. CryEngine has it, Frostbite has it, and Enlighten has managed to do it on both UE3 and UE4 with good looks and good performance. It's so frustrating that we STILL do not have a fully dynamic global illumination solution, even for high-end machines. Enlighten has proven that it can be done.
                        I think you look at this topic a little bit blue-eyed! I only had the chance to work with the Frostbite 2 and its GI solution was Enlighten and it's not that easy to handle as you may think. The last time i checked the CryEngine they just had LPV as GI solution with almost no options to tweak it. In the UE4 you have the same with only two differences between them, in the UE4 you can tweak the LPV through the PP-Properties but you don't have AO (for now) in the CE you have almost no options to tweak it but you have AO.
                        The Unreal Wiki & Unreal Docs are full of helpful Information about almost every topic!
                        Found a Bug? Have a Question or a Feature request? The AnswerHub is your best friend!
                        Want to share/discuss your progress or a tutorial? The Forums are all yours!

                        Comment


                          #13
                          Maybe introduce SVOGI as an optional plugin?
                          Hamad Al-Hasan
                          Gameplay Programmer / Technical Artist
                          Portfolio: www.alhasanstudio.com

                          Comment


                            #14
                            Originally posted by Chris.R View Post
                            I think you look at this topic a little bit blue-eyed! I only had the chance to work with the Frostbite 2 and its GI solution was Enlighten and it's not that easy to handle as you may think. The last time i checked the CryEngine they just had LPV as GI solution with almost no options to tweak it. In the UE4 you have the same with only two differences between them, in the UE4 you can tweak the LPV through the PP-Properties but you don't have AO (for now) in the CE you have almost no options to tweak it but you have AO.
                            Yep, and to add to that, Cryengines LPV only support GI from the main sunlight. UE4 has that limitation as well (for now...there are options to add point lights to the realtime GI as well, but they dont do anything)
                            And Frostbite with Enlighten...I havent worked with that yet, but we had Enlighten implemented into UE4 at the office and while it does provide dynamic GI for EVERYTHING...it still has a lot of things that need to be done correctly for it to work.

                            And you still need to precompute the levelgeometry so GI can be dynamic on runtime (and it takes longer than lightmass to do so). Also...moving objects dont contribute to the GI...they only get it. So actually, there is no other Engine yet that has fully dynamic GI for everything instantly without waiting time

                            PS: But I would love to see for example how the Snowdrop Engine handles GI or that other new Engine from Ubisoft which they used for the AC: Unity demo (BTW...I think that Snowdrop is using something similar to Enlighten since they store the GI data for movables in spherical harmonics as well)
                            Check out UNREAL 4 Lighting Academy
                            https://forums.unrealengine.com/show...ng-like-that-)

                            Comment


                              #15
                              At this time i prefer the UE4 way even in its current unfinished way. Besides the fact that i can control the LPV i also have the option to fake GI much easier than in any other engine by using Blueprints. Setting up a light with fill or bounce lights is actual pretty easy you can even trace the distance to nearby geo and scale the intensity of the bounce light based on the trace distance. At the moment i do have this just in rough way for static geo but i bet this can be done for dynamic objects as well. If this would be performance friendly or practical stands on another paper but it's possible.

                              The key in game development always WAS AND IS to think outside the box, abuse what you have for whatever you need it! Even if Epic comes up with a performance friendly SVOGI -like solution, there will be still limitations which we have to work around.
                              The Unreal Wiki & Unreal Docs are full of helpful Information about almost every topic!
                              Found a Bug? Have a Question or a Feature request? The AnswerHub is your best friend!
                              Want to share/discuss your progress or a tutorial? The Forums are all yours!

                              Comment

                              Working...
                              X