Feedback request: Global Illumination changes with the Unity 6 Beta (2023.3) release

Thanks everyone here in this thread for taking the time to discuss your experiences using the Adaptive Probe Volume feature! Your feedback is most definitely valuable in helping us to improve the feature in terms of usability and stability.

If you do have a bug where there is a memory leak, or a crash please, please submit a bug report so that the team can prioritise and investigate. Without the reports, it’s very difficult for us to track, triage and prioritise these issues against the other incoming work that the dev teams receive.

Regarding the reports of light leaking… We hear you. This is unfortunately one of the big challenges in probe lighting techniques in general and not something necessarily specific to the Adaptive Probe Volume implementation. If you have used a proprietary game engine utilising probe-based lighting, chances are that you will have encountered these challenges before.

While not a perfect solution as it still requires manual work from the user, Probe Adjustment Volumes do go some way to mitigating the leaks. These can be attached to prefabs, so in modular world-building setups, they will allow some degree of automatic placement.

Otherwise there are other techniques out there for leak prevention (such as radial gaussian depth), but I am not sure I have seen any games out there actually using these techniques in practice as they they come with significant additional runtime performance and memory costs which may not be immediately suited to the broad platform reach of Unity.

If you feel these costs can be absorbed by your projects, and feel you’d benefit from additional tooling here, we’d love to hear more from you. Have you considered submitting a request through our product feedback portals?

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Aren’t APV storing light data in 3d textures at this point?
I’ve never ran into light leak with bakery volumes. Manual - Bakery GPU Lightmapper: Wiki

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Why? So years can pass by with nothing happening, except maybe some get added in the under consideration section and then they also stay there for even more years?

The roadmaps are just useless busywork so users can feel they are somewhat in control so they whine less on the forums.

What was the last user submitted feature request that was implemented? Was APV a user submission?

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Usually roadmaps are requested by Executives. And teams create them, often just for optics.

They rarely update or keep up with them except of course in the case of major features, but even in that case, (i.e. DOTS) they can often mean absolutely nothing.

Roadmaps are often used to pacify users when a competing product is making huge strides.

“See? We have this amazing feature coming up! We even made a video about it! Please do not jump ship.”

I’ll have to try the new improvements soon, my last issue was with samples not being exposed properly which caused most leaks. After figuring that out everything was perfect (it’s an indoor and outdoor scene).

Now it seems it can be adjusted locally so i’ll test it again soon. I plan on converting my project to APV.

(note this is based on the old 2023.3 versions)

i imagine most people first time encountered this. This is a scene with a whole outside world.

But it doesn’t take a lot of configuration to resolve it, mostly just fixing samples and adding some correction volumes to the walls.


I’ll hopefully see how this plays out in the updates soon.

EDIT: updated images since they were discord links by accident lol.

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Is it resolved? Is the green area at the bottom of the bed and on the bottom of the furniture on the left intentional?

That green is a collider. Post process volume i think.

Don’t get me wrong but… Is the lack of shadows (red circle) intentional?
I can also see wrong shadows on the ceiling… i’m guessing here but would that be a pretty low poly lightmap

This is probably gonna come down to the density of the light probes.

This is pure APV, not light map at all, so small detailed areas like that wouldn’t get much detail. It would probably be fine with SSAO or SSGI in those areas.

What shadows on the ceiling?

Yes, but what about that patterned dark green area, isn’t that a leak with probe that is inside the floor and is very dark / green?
9805014--1407819--upload_2024-4-30_13-52-12.png

Yes, it’s a big box collider you can see the border of it. It’s tinted green and everything inside it gets tinted green.

You also see it on the blinds there.

It’s not part of the rendering at all, I just didn’t disable colliders. The area under this room is another room, if there was leaking it wouldn’t be green.

EDIT: also you may note that door is blue-ish or green, that’s because that wall is blue-ish green.

Hi all, thanks for taking the time to contribute to the feedback survey so far. We’re still seeing many responses flowing in, so we’ve extended the close date of the survey until end of May 2024.

Is it possible to use APV with the latest updates for a game where players can build (build their own houses in any way they want), with day and night and climate changes (like in winter all the objects around are covered with snow along with the terrain)?

I am asking for confirmation.

APVs were meant to provide persistent lighting in large areas, and to allow different time of day light scenarios in an intuitive manner. NOT climate change simulation.

Climate is a different thing and it is not something APVs were designed for.

You will need to eather create your own climate system and use APVs and lighting scenarios to solve the lighting aspect of it, OR buy a ready made asset from the store.

The survey has an issue.
In this question you say select all that apply but there can be only one answer.

It does not stop someone from completing the survey but it may get you wrong results in that question.

9805494--1407918--upload_2024-4-30_17-31-35.png

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That one, looks really bad, i hope that is not the best APV can do…
9805566--1407951--1.jpg

It should be more like this (red circle and red box):
9805566--1407954--2.jpg

Oh thats because there’s a hood covering those blinds. So the shadow extends a bit more than normal. I saw similar with baked lighting.

Also note this is scene view, in game view the noise was more muted, possibly due to TAA or some temporal effect.

I should have posted this earlier but here’s the full color version (again no SSAO).

For me personally the only issue is the shadow under the bed lacking, but i’m sure I can fix that on my next attempt.

Personally I think SSAO will fix the area inside that shelf.

For me personally the minor issues in smaller areas are worth it for the benefits to character rendering.

Light mapping and old light probes

APV Only (the blue light here is likely a leak, but I didn’t take time to try to fix it as it was just a test)

The best results is APV plus light mapping but due to wanting time of day transitions I want to move away from light maps.

A slight scale back in lighting detail is a fine trade off for better character rendering in indirect lighting. Plus the added benefit of rendering taking only like a minute.

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They added an API for manual control of light probes so maybe you should look into that.

i heve not tried APV, i’ve seen some test videos for some users and imho i think it needs a hard work to improve its quality (i’m not even talking about leaks) or maybe all the videos i’ve seen are not really good, sadly i don’t have time to test it myself.