0.6ms 4k res without RTX fully realtime no baking, no AO needed and no probes needed for full open world?
Yep! thanks. Game will probably run faster without need for probes and AO. Unbelievable. The UE4 community is already asking for it. lets have a better one sooner?
How does it works though, is it at the link? What are teh drawback? how does it handle scene representation (ie out of screen ligting)? Can it be generalized to physics raycasting for gameplay (okay that’s one is wish fulfillment)
At link. 0 drawbacks. It’s solved mate. Scales all the way up from toaster to DXR. You can remove probes and AO as well from your chain since it will do it properly. AAA are all rolling out their solutions now, it’s time. None of them are investing in Enlighten.
No need to guess.
Also we can see solo devs like @Lexie or @sonicether just rolling their own. With Unity’s considerable resources I do expect something along the lines of the presentation link above. I ask for it, and if you do not ask you do not get.
I battled Enlighten for years but having an open world broke me. I can’t use it, even though dots encourages a big world.
@hippocoder
I didn’t meant solved in that way lol Else it was already solved with segi, just for a bigger cost Also it’s still a (good) approximation (ie not solved).
But I read the paper, it’s in inline with what Nigiri was doing almost literally. I’m not assuming at all. HxGI in fact use a different structure to traverse light, which would probably accelerate their stuff too, they do use both the cube basis. From nigiri he has similar screen space injection to kick start the lighting and stores lighting into voxel, with async casting inside compute. Innovation they brought is the convex stuff, geometry enlargement and negative space voxel to let through after enlargement, also ditching the cone tracing. It’s basically an optimized SEGI fundamentally though, it has the same cascade system, the bigger optimization from segi is basically not casting all good damn rays in a single frame to spread them overtime and adding sugar to optimize the light leaking.
I hope I can gather myself to proposed a casting less solution soon.
Yeah that’s the point, it works but a cost, where you draws the line is what constitute solved™. For example I’m looking for a GI solution on mali 400 level phone stuck in open gl es 2.0, this won’t work for me. So it’s not “solved”? I’m working on a solution (more approximation therefore more artefact) for these case, though I still need to go through other problem first.
Anyway “solved” is I meant originally RT accuracy with any arbitrary objects and scene, which they still don’t (dynamic don’t participate for example), he didn’t use the same solved that me.
I think the technical term should have been good enough for my use case in the current state of the market and my hardware target™ I guess it’s a mouthful compared to “solved”
OK cool but this is a practical solution that will work fine on high end phones and scale. Some things won’t be solved like low-end current mobiles. That’s what baking is for. You either support something that’s clearly working, that’s viable or you go with things that are too slow (SEGI) or probably not coming (Lexie’s). And then you realise these guys, they can stop work any time and don’t have a multi billion dollar company behind them.
At this point you’re just undermining the thread. It’s a serious attempt to ask for something better than prebaked GI which won’t scale at all, but will work for a tiny mobile phone that Unity already has.
Frankly your only options are:
something like this
expensive DXR hardware
TBH this is as “solved” as you’re likely to get before your only option is hardware raytracing. This is the last stop. And this likely still will be needed in an age of hardware raytracing. It scales up to and beyond it (quality/perf/convergence).
Will it work on mobile? yes high end ones, and yes for future phones. Something that you probably won’t be getting option 2 for a long, long time so I don’t see why we’re not calling this solved (until everything is raytraced).
But feel free to see how well Enlighten keeps up with large dots worlds tho