In addition to the Unity example, Unreal uses a similar, automatic voxel grid system for lighting dynamic objects from static bounces. Here's the docs on it for UE3.
Yeah tons of high-end lighting solutions for games include offline GI these days, in fact if you have one that doesn't you're kinda doing it wrong :p some of them even support realtime GI ( Geomerics Enlighten for example )
Well if they do, it's very subtle because I don't really see it. Whenever a character approaches an illuminated object, I'd like to see the diffuse of the object fades onto the character's object. For example with Sonic Unleashed or Uncharted, when you are walking on the grass, you can clearly see the character's clothes…
Eaxctly, that what I'm talking about and thanks for the picture example. I've just watched a tech making of assisins creed 4 and they use the same method. I'm not exactyly sure how these light probes work but that's the effect I'm talking about. Though, while it is used,I still think they should somehow ''boost'' it.…