Yea pretty common, Halo has it as well. Lots of issues with light leaks and other lighting unification edge cases that need sorting. This improved technique really helps resolve some of its short comings without dramatically reducing performance.Wasn't probe grids the standard long before NV claimed innovation here? Some games had these dynamic even.
AFAIK, the only new contribution from DDGI was using depth map per probe to limit light leaking, which is quite an obvious idea IMO.
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