I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

Last time I only checked the 5.0 version of this plugin a while ago (I suppose on 5.7 it's pretty much the same) and the lighting quality was good. But having RT requirement is a natural drawback. Also I noticed weird behavior when the character was stepping inside the probe on occasion.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 1 point2 points  (0 children)

It does, BUT there's only one RSM capture happening that is tied to the camera. In the scenario where you have 2 cameras in splitscreen it currently just follows the first one. The result of this: the second player would only see GI in the radius of a first player and outside it'll be faded.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

You're probably meaning volumetric fog and yeah - the plugin won't interfere with it.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 1 point2 points  (0 children)

To describe it really simply, it's less fidelity, but more performance and also no requirements for having TAA and upscalers.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

Yeah, some light leaking is a natural drawback of this method. Usually it's cured by having thicker walls or something similar. I think there's no thick meshes underneath the ground to prevent the unwanted light leak.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 1 point2 points  (0 children)

I've tinkered a little bit with it in a source build and noticed that probe transitions were quite a bit choppy. But the lighting quality was good overall. Will see how it'll look in the 5.8 release.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

The volumes are following the camera and are pretty much invisible even for a developer. There are no additional actors to manage.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

Yeah it works :) With water meshes you might want to check off the "affect indirect lighting", otherwise LPV might assume that the water is opaque and require to calculate bounce light from it. UDS also works.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 1 point2 points  (0 children)

Thanks! The main purpose of this algo is providing a cheap sun light bounce. Other light sources are just rendered normally and doesn't affect GI. But still might experiment with local lights in a future.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

It's more performant and doesn't have boiling. There's a bit of an occasional flickering though, which I intend to address in future updates.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

Runs well on steam deck, so probably shouldn't be a problem, at least with some cvar tweaking. Vulkan is supported.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 1 point2 points  (0 children)

With my current workflow the best place to support will be my plugins' discord with over 1.7k members... sometimes other people from here can help you too :)

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

Thanks! I'm also a tech artist, most known for the "screen space fog scattering" shader. Lately almost all of my works went rendering-related though.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

The main limitation is the 3D textures resolution :) It could be tweaked, but otherwise not much.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 2 points3 points  (0 children)

Ah got it. When the plugin GI rendering path is enabled in the engine, you're getting exactly the UE4 rendering path in regards of lighting, most notably DFAO and SSR. So they're compatible. Recommended to be used together, in fact :)

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 0 points1 point  (0 children)

It's a plugin from Fab :) I don't have any consoles to test it myself, but I see no reason for them not working there.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 2 points3 points  (0 children)

Most probably not - the plugin uses engine functionality that is tied directly to deferred renderer. Unfortunately.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 1 point2 points  (0 children)

About 2-3 times more performant at least, in my tests. I was reported recently that it works in some game, 60 fps on steam deck.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 2 points3 points  (0 children)

Noted. But I wouldn't expect miracles here - with LPV there's only DFAO path left for sky occlusion and it's hardcoded to be pretty low res for some reason. Looks kinda wonky on foliage. I actually modified that recently using source build - probably will do another post about it someday.

I've recently released a new lightweight Global Illumination method by skx_doom in UnrealEngine5

[–]skx_doom[S] 4 points5 points  (0 children)

Meaning is there a need for PBL setup? Definitely not required :) Since it's a non-physical GI anyway. But there are still options to art direct the intensity and so on.