MF SSGI for URP - Realtime Screen Space Global Illumination - DirectX 11 | OpenGL

Ooo very interesting :smile:

I’ll try the demo when I get power again XD

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That sounds promising:) Thanks

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Check out Little Chicken’s new game: BlitzGT!

I just tested SSGI in Deferred-mode, here are some screens:

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Ooooo very nice!

One more for the fans! :stuck_out_tongue:

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I have updated the Demo’s again. This time with a split-screen compare when hitting Enter.

SSGI Showcase scene:
You can play it HERE!

Controls

  • Enter = Enable/Disable SSGI
  • WASD = movement
  • QE = Up/Down
  • Right-mouse drag = camera rotate
  • Shift = speedup
  • Space = Toggle Orthographic cam

Viking Village demo:
You can play the demo HERE!

Controls

  • C = Toggle Animated/Third-person camera
  • Enter = Toggle SSGI ON/OFF
  • WASD = Movement
  • Space = Jump
  • Double-space & Hold == Fly
  • Ctrl = Decend

NOTE: Please make sure your webbrowser is running on a dedicated NVidia or AMD gpu, not Intel integrated.

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In the villige demo when the effect is toggled on the resolution drops. Seeing this when i play at full screen on a 4k.

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Hi, its not so much that the resolution drops, I limited it to 1080p. This is a setting you can change. When the resolution doubles, 4x as much pixels needs to be sampled and that was hitting a memory bandwidth bottleneck on my laptop. I’ll look into it and see if I can improve on that without losing too much performance

I uploaded a new Video!

Its the basic SSGI setup I did for BlitzGT, Little Chicken’s newest racegame. I hope you like it!

Cheers!

8496050--1130936--SSGI - BlitzGT setup - Youtube thumbnail.png

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Y’know I was thinking of this before someone showed me there’s an example of it actually working.

But will this use a fall back to help with off screen details? Apparently HDRP SSGI does it and some new solutions for it.

H-Trace: Global Illumination and Occlusion [ RELEASED ] page-3#post-8390781

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Great question, I am working on that at the moment, not sure when I’ll able to post an example of this, but is on the roadmap for sure.

I do think that Reflection-probes are a good fallback, but I as that requires baking, most likely GI can be baked as well in such scenario.

For example the Sponza scene, Unity realtime GI or other solutions like The Bakery will be super useful there as well, especially from a performance perspective.

SSGI main usecase are dynamic objects (to replace lightprobes), dynamic scenes where baking is not an option (i.e citybuilders), and animated emissive shaders (i.e Billboards, etc). This is why I focussed on that first.

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My game processes low res reflection probes at run time due to changes in time of day.

Generally it’s not a problem even on mobile.

So I’d look forward to this feature.

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Yes that would be perfect indeed! Can you show me your project somehow? Would be interested to see how SSGI would be implemented there

I can show a few screenshots.

Might not be the kind of game you’re looking for, it’s a dating sim game to keep it short.

But character is a huge focus which is why I asked before.

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Looks amazing! I plan on showcasing characters as well. Just takes some time to set everything up.

Thanks for sharing, I think a game like that definitely could use SSGI indeed. If you like, send me a dm and I can send you my latest version so you can try it.

Cheers!

Sure I could give it a shot.

Sneak-peek for my upcoming new tech-demo: I greatly improved the shadow quality & handeling of metallic/smooth surfaces!

8509049--1133702--SSGI - Improved shadows.gif

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Announcement: I’m doing a collaboration with Sherman Waffle Studios! His Kowloon City asset is just mind blowing so I asked him permission to use it for my showcase. He is the most kind en generous asset creator out there, so if you like it, show him your support!

Check out his assets here (also available for HDRP and Built-in):
Sherman Waffle Studios - Asset Store

His asset use beautiful lightmaps & baked GI, which I totally destroyed in this screenshot haha. I removed them to see if I can get close to baked GI with my SSGI tool. Here’s an example:

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in my opinion that image and the shadows there are accurate

Not bad. Nice work

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