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Why did Unreal Engine 4 remove Global Illumination and SVOxel?


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#1 TheLastOfUs   Members   -  Reputation: 135

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Posted 31 October 2013 - 05:38 PM

Why did Unreal Engine 4 remove Global Illumination?



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#2 NumberXaero   Prime Members   -  Reputation: 1490

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Posted 31 October 2013 - 05:56 PM

Last I heard the dynamic GI wasnt running well on consoles, think its still there on PC. Dont quote me on that.



#3 Hodgman   Moderators   -  Reputation: 31046

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Posted 31 October 2013 - 06:13 PM

How do you know it's been removed? They probably still have the code there for anyone who wants to use it, but not every licensee will need it. Many licensees may be better served by IBL-based GI, which they also have.

SVO is very performance intensive -- the IBL GI shown in the infiltrator demo isn't as accurate, but is cheaper, which means you have more GPU time to draw other stuff.

Btw, it's SVO or sparse voxel octree, or voxel cone tracing, not SVOxel ;)

#4 TheChubu   Crossbones+   -  Reputation: 4573

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Posted 31 October 2013 - 09:29 PM

Powered by SVOxel sounds more marketable :P


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#5 TheLastOfUs   Members   -  Reputation: 135

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Posted 31 October 2013 - 09:50 PM

heheeheh =-D!!



#6 Buster2000   Members   -  Reputation: 1715

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Posted 01 November 2013 - 02:52 AM

Considering that the Unreal engine still has Glide drivers in there, I doubt that they ever really remove anything.



#7 dmh1024   Members   -  Reputation: 112

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Posted 01 November 2013 - 03:42 PM

http://forums.epicgames.com/threads/950908-UE4-will-use-Lightmass-for-its-lighting-system!?p=31241619&viewfull=1#post31241619






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