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Pemalite said:
goopy20 said:

I didn't know that. I thought UE5's Lumination (dynamic global illumination) is kinda like the next best thing to RT at a fraction of the cost. We will see but I got a feeling RT will be too expensive to really be fully utilized in all AAA next gen games. I'm sure we'll see it being used here and there, though. 

Lumin is an "approximation". - Lumin is a "collection" of lighting techniques all working to augment each other in order to get the best result with a low overhead, it's not the best approach to lighting, shit... It's not even the most efficient, but it's damn well impressive for the hardware it's being showcased on.

For larger objects the Global Illumination uses voxels which are cubes of light.
For medium sized objects they use signed distance fields, which is basically grid sampling.. Another use for it is cloth simulation collision detection.
And for smaller sized objects they use screen-space data.. Which is similar to the approach that Gears of War 5 used for it's lighting.


Yeah it did look impressive, but how do you think it compares to the Nvidia RTX implementation? And which version of RT do you think will make more sense for developers to use (assuming that AMD's Ray Tracing cores perform about the same as on the RTX cards)?

Personally I'm still hoping to see Path Tracing! Not in 4k, of course, but in 1080p with something like DLLS enabled, who knows :)