Originally posted by BrUnO XaVIeR
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darthviper107 repliedOriginally posted by Maximum-Dev View PostIt's better than Lightmass,
It's not RTX,
It's not dynamic G.I
Let me guess...
What type of lighting advancements would Epic's next game require? Given their next game is definitely not a big open world. ^^
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Kalle_H repliedOriginally posted by Bladerskb View Post
this is not true. Why do you keep making stuff up?
http://wili.cc/research/quantum_brea...015_Remedy.pdf
No it doesn't. Tomb Raider lighting tech is completely separate from VXAO. All it does is add accurate shadowing and increase the directional sun brightness.
Another made up statement by you.
I say "help with bleeding" you say "add accurate shadowing". Same thing.
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BrUnO XaVIeR repliedI bet they gonna continue efforts on Distance Field GI
Or maybe it's just something again for car manufacturers, nothing actually usable for video games zzzz
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Maximum-Dev repliedIt's better than Lightmass,
It's not RTX,
It's not dynamic G.I
Let me guess...
What type of lighting advancements would Epic's next game require? Given their next game is definitely not a big open world. ^^Last edited by Maximum-Dev; 06-01-2018, 03:49 PM.
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BrUnO XaVIeR repliedHe said "bigger" than progressive baking.
And isn't RTX...
The hype is set.
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Deathrey repliedOriginally posted by ZacD View PostIf we got megatextures+GPU lightmass, you could use it for large outdoor environments. Also hybrid approaches are a possibility.
But what is more important, that open world quite commonly means also dynamic world. In case of latter, that would be useless.
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darthviper107 repliedOriginally posted by ZacD View PostIf we got megatextures+GPU lightmass, you could use it for large outdoor environments. Also hybrid approaches are a possibility.
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ZacD repliedIf we got megatextures+GPU lightmass, you could use it for large outdoor environments. Also hybrid approaches are a possibility.
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Bladerskb repliedOriginally posted by Kalle_H View Post
QB actually didn't ship with the screenspace GI. It's all pre calculated probes.
Yeah I made mistake with Just cause 3.
But the burden of proof is on you. You made claims that these 9 games use dynamic global illumination. Now we have concluded that two of those use some sort of dynamic GI. Forza Horizon and Just Cause 3. How about other 7?
Like I can show some links that:
Tomb Raider use pre-calculated IBL probes and use VXAO to help with the bleeding.
http://www.tombraiderhq.com/download...mbRaiderHQ.pdf
https://www.geforce.com/whats-new/gu...formance-guide
this is not true. Why do you keep making stuff up?
http://wili.cc/research/quantum_brea...015_Remedy.pdf
Originally posted by Kalle_H View Post
Tomb Raider use pre-calculated IBL probes and use VXAO to help with the bleeding.
http://www.tombraiderhq.com/download...mbRaiderHQ.pdf
https://www.geforce.com/whats-new/gu...formance-guide
Another made up statement by you.Last edited by Bladerskb; 06-01-2018, 03:23 PM.
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jojo8026 repliedOriginally posted by maximum-dev View Postany improvements to lightmass is still not going to make it usable for open world environments. I wonder what kind of project file size we'd be looking at if we use lightmass on an 8x8 kilometers game world (if we don't die of old age before lighting is built).
It's better to ask that super caliber team to do ibl first so people can actually use it for large outdoors, then work on new hypemass features that'd be used for next gdc floor.
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Chosker repliedOriginally posted by Maximum-Dev View PostAny improvements to lightmass is still not going to make it usable for open world environments. I wonder what kind of project file size we'd be looking at if we use lightmass on an 8x8 kilometers game world (if we don't die of old age before lighting is built).
It's better to ask that super caliber team to do IBL first so people can actually use it for large outdoors, then work on new hypemass features that'd be used for next gdc floor.
btw I had a shot at the IBL thing I mentioned with reflection captures.
I was able to make reflection captures show up as lighting but the results are worse than I expected. captures can "see" to infinity which means any bright spots will leak inside windows/doors/etc indefinitely, no matter how far they are (I'd probably need a 'maximum render view distance' for captures, but then it wouldn't work for reflections anymore. alternatively if captures had depth I'd be able to filter out far objects by distance, but I doubt probes have depth information).
aside from that there's a big issue that capturing probes will accumulate over themselves each time you capture them, since they are already affecting the scene as lighting. as such, I have to turn them off every time I want to recapture and then turn them on again.
these issues severely affect its feasability, and the more engine changes I have to make, the less chance that it would ever get accepted as a pull request (chances are already slim, since they removed the DiffuseFromCaptures feature in the first place)
in any case I'm focused on other things at the moment so I can't work on this currently. but if there's interest I can at least post some screenshots of my progress
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Maximum-Dev repliedAny improvements to lightmass is still not going to make it usable for open world environments. I wonder what kind of project file size we'd be looking at if we use lightmass on an 8x8 kilometers game world (if we don't die of old age before lighting is built).
It's better to ask that super caliber team to do IBL first so people can actually use it for large outdoors, then work on new hypemass features that'd be used for next gdc floor.Last edited by Maximum-Dev; 06-01-2018, 05:48 AM.
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