Unreal Engine 4 originally attempted to use it, but dropped it. There were some attempts for Unity, like SEGI, and CryEngine has a variant too. Still, it did never catch on. Reasoning was always more or less the same, it looks good but it has practical limits.
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In the wake of RTX, also, most research in this area was dropped. I do believe raytracing is the future, yet despite hardware support , I believe it is still some time away (more hardware iterations needed), and more research for real-time use is required.
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Still, thanks to the work and research we did and together with
@matiasgoldberg, the VCTGI implementation in Godot 4.0 will be the first one ready for practical use. Most of the shortcomings were solved and it is presented in an easy to use way, with easy to tweak parameters.Afficher cette discussion -
Quality settings are easy to adjust, multiple probe and blending is supported, masking makes it useful for mixed interiors and exteriors, its fully real-time (no temporal hacks), and dynamic objects looks beautiful and smooth.
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It still requires a dedicated GPU (won't work great on your IGP), but it works nicely even on low end ones (I developed it using a Radeon RX 560). It also needs some learning (its not 100% a drop-in and make pretty), but I hope you guys make nice things with it when 4.0 is out!
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tomorrow children on PS4 is the first game that i know which used voxel cone tracing, but they changed the data structure to use cascades, along with a few other performance related alterations
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Yeah, I don't personally like the cascaded approach very much, as it is expensive and the situations where can use it are rather limited.
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Do you plan on explaining your modifications to the technique at some point? O would love to hear about it :).
Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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Merci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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Le chargement semble prendre du temps.
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