Global Illumination works for me with DeferredShadingTiled=1(For Transparent objects, which I'm assuming is technically off if there aren't any in the scene). The global strength of it is based off of the multiplier in the Time of Day settings(Defaults at 0 in a new scene), with a setting in each material that controls the…
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…
LPV created by Lionhead is completly different to what the Crytek implementation has. Lionhead version is actually based on Octree Grid. And it has potentioal to support more things that Crytek version (which supported only single diffuse bounce). Those possible things include: 1. Multiple bounces. 2. Subsurface lighting.…