Yeah it's probably SSGI that's not used on consoles (I can't find the paper but the lighting conditions look similar to the shots they showed with just their LPV method and ssgi off). I don't know if I've seen any pop in but like in the last screen I posted it appears glitchy at spots (that part of the wall will sometimes flash bright then dark). I saw other spots where that happened as well but I didn't have e_GI off then.
EDIT: GI is definitely still on with e_gi off (which is most likely the ssgi).
- no light being reflected here
- when really close though the whole wall lights up (it's glitched, if you turn a bit for instance the wall will go back and forth).
So yeah their LPV method looks like it's being used at least.
r_SSGI
r_SSGIAmount
r_SSGIBlur
r_SSGIQuality
r_SSGIRadius
e_GI
e_GIAmount
e_GIBlendRatio
e_GICache
e_GICascadesRatio
e_GIGlossyReflections
e_GIIterations
e_GIMaxDistance
e_GINumCascades
e_GIOffset
e_GIPropagationAmp
e_GIRSMSize
e_GISecondaryOcclusion
I think the talk is about SSGI on consoles actually being hand placed point while the outdoors do get real time GI from the sunlight.
You don't forget about Uncharted when you mention shadows.
Code:r_SSGIAmount r_SSGIBlur r_SSGIQuality r_SSGIRadius
I believe they default to 8 iterations and 3 cascades in their presentations. Hm...e_GIIterations
e_GINumCascades
mm... I don't suppose you've tried 4096 for RSM. I presume secondary occlusion is just a toggled function.e_GIRSMSize
e_GISecondaryOcclusion
That would make the most sense, but then he doesn't even mention a basis for comparison. Silly half-way PR-tech jargon.So does that means people running 60 fps will drop to 30 fps.
Do you know what the default values are on extreme
r_SSGI
r_SSGIAmount "1"
r_SSGIBlur "1"
r_SSGIQuality "2"
r_SSGIRadius "0.1"
I believe they default to 8 iterations and 3 cascades in their presentations. Hm...
mm... I don't suppose you've tried 4096 for RSM. I presume secondary occlusion is just a toggled function.
PC has it, beta or final both got it and it is very obvious. By upping GI color intensity multiplier one can easily spot the affected areas but they are already easy to spot by default. If you couldn't see any GI it is becouse you played in lowest setting which has no GI enabled in SP (PC MP forces GI for all graphic modes) but higher settings does. Theres no other way around it.
I think e_gi is maybe ssgi - unless by faking you mean the LPV method they use with it. Whatever they're doing I can't tell the difference between this and the demostration screens that were always showed in the various tech papers.
Anyway however it's done it's used outdoors as well:
- light most reflected where it hits the grate.
What is the command to increase the GI color intensity? I would like to try it out, maybe the effect is too subtle for me to catch and where it is pronounced, maybe its just an extra light placed there to fake the look anyway. That can explain why there was no effect even if I blocked the light or placed a new object near the wall.
Now this is a completely different story !
I tried r_SSGI on the console and it says
r_SSGI = 0
Which means it is off by default even on "Hardcore"?
Then I set it to 1, but the beta crashed immediately. Twice !
Also, SSGI and GI are different here ? Please do clarify, as uptill now I was under the impression that all GI here is realtime SSGI.
Is broken for beta. Dunno if it is used for retail game. So far though GI has been totally controlled by e_GI cvar.
IIRC SSGI is an extra "layer" for the GI to improve the effect, no? Somebody correct me.
Very interesting stuff here.
I'm not sure what the general consensus is with consoles using RT-GI as it appears to be mixed. Are we certain that consoles don't use RT-GI?
Ok, I am wrong there about the colour. While in game,i was able toget a red bounce on the wall using a red object. Colour is being considered during bounce of the light.
Strangely that wasn't the case in the editor, but it wasn't a wall there, but another object !
Road still doesn't get the bounced light. even in game\