liquidboy
Regular
Voxel cone tracing is currently the most promising real time GI algorithm. It beats LPV (by quality) and virtual point light based alternatives (by performance). Epic has been researching voxel cone tracing for years. Unfortunately it seems that they couldn't make it run at real time performance (30 fps) on current gen consoles. I am pretty sure that NVIDIAs solution reaches 30 fps, since the PC high end hardware is faster than consoles and Maxwell feature set is slightly better suited for that algorithm.
Voxel cone tracing is a bad approximation, but so are all the other real time GI algorithms. At least is scales much better compared to LPV (light propagation volume). LVP requires n^3 storage and the propagation pass requires n^3 processing (where N is quality = texels per meter). I don't know if anyone has tried to implement sparse LPV (more density near the surfaces). That should at least solve the light leaking issues.
Yeah the Nvidia Maxwell2 announcement totally confused me when they brought out Microsoft and they intern demoed Lionhead studios "Fable Legends" running on the new GPU + DX12/11.3 ... I can only guess it was trying to showcase the GI stuff ....
BUT we already saw a similar demo months ago, the XB1s' version of fable legends ?!
Totally confusing?! Was the Maxwell demo meant to be better cause it didn't look considerably better?!
If it was meant to be LPV vs VCT for GI I didn't see much difference ...
Fable Legends (2mths ago xbox one - LPV method) here was the article from Lionhead studios with video of the GI in Fable Legends a while ago
Fable Legends (last week ported to PC on DX12 - VCT method) heres the Nvidia/MS announcement and vid of Fable Legends
edit: this post probably belongs in the Fable Legends thread, sorry so if you want to move it go for it...
edit: btw I thought Fable Legends looked great on xb1, and also great on pc.. kudos to Lionhead studios, world looks beautiful!
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