Tan... I really wish I could find a link definitively saying the Fox engine will have a indie/subscription/educational release. Have u found anything? Also... Major face-palm to all the noise second guessing yer GI aspirations. I remember the same scanline is more than enuff... No need for GI when it all can be faked…
At that distance bounced lighting or dynamic global illumination really isn't going to make that much of a difference. You'd be better off on focusing on making the large details seem "real" at that specific distance. IE making textures that look more like a view from an airplane or helicopter and less focusing on up close…
Took me a while but I found the .gif! Driveclub on PS4 is an example of the flashlight GI I was talking about. See how the rear lights bounce from the wall and back into the car? This couldn't be done if it was pre-baked. It's true games still feature flashlights, which I don't deny. However, they were never as realistic,…
I think there are scenarios where having GI is really important and other stuff (like pre-baking) isn't good enough. Example, a game using a flashlight to navigate a dark building at night. You need GI to simulate the light from the flashlight bouncing all across the room. If you pre-bake this, it would look silly (since…
I might be a bit late to the conversation here...butt Tan, it sounds maybe like you're mixing up Realtime GI with just realtime shadowmapping and lighting? That's totally feasible in many engines, including UE4. You can skip all of lightmass in UE4 if you want to and rely on just on the dynamic shadow/lighting solutions,…
I don' know if it's SSR. I've seen other examples where the light hits something and it bounces back. Also, consider the cars are moving. How would a pre-computated light probe keep up with that?