maintaining lightbaking aswell as RT lighting would be more of a tools issue for epic than a runtime issue for games that run with either running with voxel lighting turned off would (probably, just mildly educated speculation here) just cut a chunk of code out when compiled (clean) with voxel lighting turned on assets…
Equanim Yes, lighting builds are threaded so you can continue working using the editor while Lightmass runs. Jed Yep, it's full source code. Editor and all.
Thanks for that Moose. Btw in the buffer visualization, there is a composited texture option (sorry forgot the name) but is there a way to re-arrange them? Probably didnt see it after running through it quick at lunch.
sorry, didnt read carefully. if that is the case, then it is very cheap. for example, if you cancel PS CC subscription you cannot run PS at all. it is just confusing to call this "$20 /mo" ?
Look better, but I'm curious what hardware we be needed to run it everything on consider it high settings (all fancy lighting like GI enabled) on average 40fps with full packed action.
I think they're purposefully going to do big updates the day after most people's subscriptions run out or get renewed. Which I guess is the smart thing to do, anyway, haha.
Was going to ask about how my system would fair up running this but after seeing comments on peoples machines who are supperior to mine... I think I just need to upgrade first!
Hot-swapping out DLLs at run time isn't a new thing - there are games on the market that already do this. EVE Online does this (along with real-time script editing and parsing) in the MMO space with zero downtime.
Sorry man, i misread completely. What i meant was that running on mac/linux and windows shouldn't really make too much difference, HLSL(directx) and GLSL(openGL) aren't that different in terms of language or capability.