This is a perfect fit or HDRP and quite literally makes all the difference. Left as you can guess is without, bottom right is with. The difference says it all, fidelity shoots up x50. The above image is using Unity HDRP.
This is also done on CryEngine and makes vegetation look unbelievably good.
Cryengine uses SVOGI though, not just occlusion probes. so it has nice and fast realtime GI (I believe 2 bounces in kingdom come)
Kingdom come deliverance using cryEngine 3 (we’re at 5 now):
(has the BEST terrain and vegetation I have seen, check it out)
Amazing, isn’t it. Forests look stark without it. It really makes all the difference.
Most major games nowadays are open world, with vegetation and a big world.
I specifically work with big terrains and outdoor scenes and seeing my forests/trees looking like the top left image hurts :(. I know it was suppose to come to the engine some time ago, but it never happened, which was quite disappointing.
Also, it’s not just terrains. Sometimes you can’t bake lights in your game, and maybe you don’t want to – but still want your interiors to be lit correctly, with a nice sky light falloff. You wouldn’t have to bake lights to get nice interiors without sky light everywhere.
This is a request & discussion thread if anyone would like to chime in, but I will keep hoping
Totally agreed.
this feature is important if Unity want to have some place in AAA game titles.
or nobody will choose Unity when they are working on a good looking game with large forest.
And Raytraced Occlusion probes is making some level of appearance.
Someone is creating the DFAO variety of this on the forums somewhere.
And paired with SSGI though heavy. Might be useful for 33.33ms target projects.
Obviously raytraced GI and AO as well, but these usually won’t work well at scale for large high density scenes at all.
It is very much a tough spot for large external scenes and you are left to consider relying on realtime or screenspaced solutions that still lacks in the visual department against it’s baked counterpart.
It really is. Makes the next-gen and old-old gen difference when it comes to vegetation.
Occlusion probes, and motion vectors for instanced meshes are the two things we really, really need for amazing open world graphics.
Currently motion vector doesn’t support instanced objects, so if you place grass using the terrain detail mesh, or trees, or place them manually through instanced or indirect instanced API, there won’t be motion vectors on them. You obviously need instancing for grass or have your FPS drop to 5.
TAA is important for a nice clean smooth image.
Isn’t probe volume the same thing as occlusion probes? Except it’s better because it can capture not only sky occlusion information but GI bounces as well. They already working in HDRP quite some time but isn’t finished yet so we can expect improvements in workflows and quality.
from my recent testing APV doesn’t really support it.
It’s currently just a light probe replacement. Although it’s actively under development so who knows what it’ll be in the future. They can be something really nice in the coming updates, if the developer keeps working on the feature. I have high hopes
Really want occlusion probes, really makes the vegetation/forest (open world) look so good.
[quote=“Onigiri, post:11, topic: 859529, username:Onigiri”] Dunno, i just tested and it works pretty decent to me. Second screenshot - only probe volume, no lightmaps or ambient occlusion
**[/quote]
** without APV:
Probes are visible in the APV image, but as you can see it’s identical with the exception of darker ground shadows. I don’t see any occlusion.
Activated probes everywhere as mentioned in the doc, trees are static and contribute to GI, set to light probes.
I don’t think APV is meant for this, but it’s also better to have probes that just capture occlusion, nothing extra like GI and so on. I don’t want any of that in my huge terrain with a ton of vegetation, I just want occlusion.
so much valuable information in that stream. I wish they showed code, but oh well
In this timestamp vod link it shows Outer wilds developers implemented an “occlusion” volume feature, they have 0 baked lights but have occlusion – so they can have interiors and all that stuff, without needing to bake light to get rid of the ambient light. I honestly would love this, even If i ignore vegetation, I can do things without light baking. Some projects (like outer wilds) can’t have baked lights. Some don’t want to bake lights, etc.
But if you have an interior that connected with the world outside, you have to bake, otherwise ambient light will ruin the interiors. And you can’t change ambient light to 0 since the user can just look at the outside world while inside.