[QUOTE="faizan_faizan"][QUOTE="ronvalencia"]
Lightmap GI (PS4's UE4 doesn't have SVO GI) vs RSM GI (AMD Leo's IP).
"Lightmaps give game levels a GI-look but since they are pre-computed, they only work on static objects." http://www.geforce.com/whats-new/articles/stunning-videos-show-unreal-engine-4s-next-gen-gtx-680-powered-real-time-graphics
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Read http://www.eurogamer.net/articles/digitalfoundry-gdc-2013-unreal-engine-4
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The key differentiating factor between last year's demo and this newer iteration is that the Sparse Voxel Octree Global Illumination (SVOGI) lighting system hasn't made the cut. Instead, Epic is aiming for very high quality static global illumination with indirect GI sampling for all moving objects, including characters.
"[SVOGI] was our prototype GI system that we used for Elemental last year. And our targets, given that we've had announced hardware from Sony, that's where we're going to be using Lightmass as our global illumination solution instead of SVOGI
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The other dynamic GI system would be RSM based GI as used in Crytek's CryEngine 3 and AMD Leo IP (e.g. Dirt Showdown PC and Sleeping Dogs PC).
PS;
Sparse Voxel Octree (SVO) Global Illumination (Epic's Unreal Engine 4 PC edition).
Reflective Shadow Map (RSM) Global Illumination (AMD's Leo IP, Crytek's CryEngine3).
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ronvalencia
Oh, You were talking about the PS4 version? Anyway, Reflective Shadow Maps shouldn't be used in next gen titles, Cone Tracing can still be achieved on the PS4, It's just that there was too much stuff going in Elemental (Fluid, APEX Destruction etc) Another thing with RSM is that I have never seen a game fully utilise it in real time, Crysis 3 only had 1 bounce from sun, So did Dirt Showdown. Games will still use baked lighting, Cone Tracing = Ultimate solution to fully dynamic lighting. I can't think of any advantage RSM has over lightmass/enlighten.On non-NVIDIA hardware, NVIDIA's APEX destruction runs on the CPU (via PhysX CPU).
Sony and Epic shown a seperate UE4 demo that links with Havok Physics GpGPU.
Havok Physics GPU (AMD GCN) + Unreal Engine 4 demo on PS4 https://www.youtube.com/watch?v=zPnwmsTokso
A high resolution look at Havok Physics technology demonstrated at Sony's live event in New York. This demo shows a million particle real-time physics simulation running on the GPU of the Playstation 4.
From Hitman Absolution, it's GI has several light bounces. From http://blogs.amd.com/play/2012/11/20/hitman-absolution-in-depth/
To achieve this effect, the engine renders a Reflective Shadow Map (RSM) of the scene, taken from the point of view of a light source. Using GPU compute (DirectCompute language), it populates the RSM with a list of angles from which that light can reflect off an object, and then uses the RSM to compute severalbounces of that lighting across the objects in a scene.
Back on the PC...
Unity3D's voxel cone tracing download example. http://forum.unity3d.com/threads/166827-Voxel-Cone-Traced-Lighting-DX11-Contest
Unity3D is after Unreal Engine 4's bullet points.
UE4's SVO GI issues will affect PC GPUs equal or lower than Radeon HD "7860" (18 CUs) e.g. NVIDIA Geforce 650 TI/660 Non-Ti and AMD Radeon HD 7790/7850.
Surely RSM can do more than 1 light bounce.
RSM still can't be used for fully dynamic lighting, SVOGI, Again, Is the ultimate solution for fully dynamic lighting, CryTek wanted everything in real time, All the time, Even the lighting, But their LPV/RSM failed to do so.
I know that Unity3D also does voxel cone tracing and voxel lighting pass.
But then again, I was wrong that Voxel Cone tracing can be achieved on this gen of consoles.
And you still have to tell me any significant advantages RSM has over Lightmass/Enlighten.
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