The Courtyard demo using Realtime GI is out!

Hey everyone,

Please check out our latest blog post on realtime GI: Unity Blog

It contains a bunch of tips for authoring content for Enlighten. The entire project and standalone players are linked to from the post. Please grab it all, learn from it and have fun. :slight_smile:

Cheers,
The Global Illumination Team

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oh no…download speed <~200kbs

@mgear the players download at 10MB/s for me at home and 15MB/s at Unity HQ. The Asset Store package goes at 2.5MB/s. Neither is amazing, but should be fine for fetching ~380MB and ~900MB respectively.

Hello,
Is there any chance Unity will also release a demo for baked GI system?
Thanks.

I don’t think we’ll make a specific demo for baked GI, mostly because it’s hard to make baked GI the focus of a demo. The tech is just not that interesting these days, albeit still important. That said, we’ll be using the demo above for testing the progressive lightmapper* and if there will be any tweaks to the content needed – we’ll release an update.

*) that tech is interesting, because of the workflow improvements. :slight_smile:

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Found this today. It looks absolutely amazing. And it runs fairly great as well.

Some neat goodies in there like the planar reflections, the procedural skybox, a few new image effects to play with, and just the entire setup itself.

That filmic vignette effect looks like it would be awesome for a damage taken effect like in most modern shooters. Loving the lens distort as well.

I was especially excited seeing as it featured a realtime day night cycle with GI which is something I’ve been struggling with lately, but I was a bit disappointed to see that the realtime resolution is set to 0.25. I have it at 5 in my scene and that absolutely trashes my performance. I was hoping there was some cool optimization tips in here.

I realize I probably could and should reduce it in my own scene, but it runs so great as long as the day night cycle is paused, so I was hoping there was a way to optimize it so it ran great when it was cycling as well. But when it’s cycling I’m guessing the realtime GI is being updated every frame? I was hoping there was a way to update it manually every second or something instead so I could keep my high resolution and get an acceptable framerate. Or perhaps spread the update out over a second so it doesn’t hitch

I don’t really understand the performance in the Courtyard scene though. I can turn off every image effect on the camera and not gain a single fps. What is the bottleneck? In the editor at 1920x1080 I have about 60fps seemingly no matter what I do. :stuck_out_tongue: I’m looking at the stats panel for that number.

I was never clear on that, is the progressive lightmapper tech only going to be for previewing purposes, or will it also be used for high quality/high density static lightmaps? (replacing final gather?)

I was wondering about this:

I’ve searched for this instruction in the files and found three script files containing this instruction: AgentProperties.cs, MaterialProperties.cs, ColorSwatch.cs

The issue is that I’m as an artist can’t understand what it means and how can I implement it in my own project. I’ve already heard about this instruction in P.A.M.E.L.A presentation but it’s still not clear to me how does it work. I would be very thankful if somebody points me to the right direction.

anyone can help with the DynamicGI.SetEmissive? I have the same problem.

Find the script FrameRate, it’s on one of the Cameras I think. It uses Application.targetFrameRate.

I am aware this is a work in progress, and not a feature ready for production, but the demo has many bugs when running with Unity 5.3 , like lightmap sections flcikering or appearing only on some camera angles

and meshes vertex visual glitches

Will it get some fix ?

The shader used is DirSpecHalfLambert , it doesn’t uses Untiy new PBR standard shader, it is because of performance reasons ?

Will we get a complete video tutorial on how to use real time GI and how to configure it when it will become more developped and usable ?

Ho yes? it is?

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Is it working in v5.3.1? I’m trying to load it and Unity just crashes time and time again.

Forget it. Rebaking the lights fixed it.

How do I re-bake the lights in this project?

Same as always, go to the lighting tab and press Bake.

https://unity3d.com/learn/tutorials/modules/beginner/graphics/lighting-and-rendering

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Thx LaneFox, you mean “Light maps” tab and press “Build”

It will be used for baking static lightmaps, but with interactive previewing capability. More info on this is coming soon.

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I can’t even run this on my laptop without getting down to 18 FPS. :confused:

So many polygons on the environment… as a point of reference, I was playing Overwatch during the beta without any issues.

I’m not really sure what HW this demo is intended to run on. Looking at the stats i have:
10 million triangles
2500 shadow casters
3300 batches

Maybe there is a toned-down version of the demo somewhere?

I would love to run this demo to learn more about how the realtime GI works. Its looks great but unfortunately my computer is not good enough to run this demo.
j