HoloDust said:
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. "[SVOGI] was our prototype GI system that we used for Elemental last year. And our targets, given that we've had announced hardware from Sony, that's where we're going to be using Lightmass as our global illumination solution instead of SVOGI," senior technical artist and level designer Alan Willard told Eurogamer, stressing that this new iteration of the technology has evolved significantly beyond the current-gen system used in titles like Mass Effect 3. Certainly, just the presence of so much more memory on next-gen platforms should improve lightmap quality on its own. Thank you consoles, for gimping graphics again, fuccccck!
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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 20-30GFLOPS...so next-next gen for that, I guess...
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Oh dear lord what I would do to see a full SVO world..... /drools