| dahuman said: The key differentiating factor between last year's demo and this newer iteration is that the Sparse Voxel Octree Global Illumination (SVOGI) lighting system hasn't made the cut. Instead, Epic is aiming for very high quality static global illumination with indirect GI sampling for all moving objects, including characters. |
This is what noticed the most from that article too - for most part since UE4 reveal they were talking about fully dynamic GI - now they confirm they cannot have it on this hardware. I'm not sure if this is only their problem, but considering that lot of studios will be using UE4, I'm guessing this might be a bit of a letdown for them as well.
But, maybe SVO was too much to expect in the first place - in one of his recent interviews Tim Sweeney stated that full SVO worlds (and not just lighting) would require something around 20-30 GFLOPS TFLOPS...so next-next gen for that, I guess...
EDIT: Just figured out I put GFLOPS instead of TFLOPS







