Fortnite uses day and night cycles and dynamically destroyed environments. So I guess that means Fortnite now has a loading screen between day and night and they rebake per day passed to account for the missing buildings and crap resulting in ridiculous load times. OR they use the cascade day and night feature they used in…
2 reasons: 1. its legacy, we've discussed removing it and it's probably going to get removed at some point. 2. There's an ini option (will probably become a project setting if not already ) to use non-physically based shading (fortnite uses this). Although I don't recommend changing back and forth between the two since…
An Epic employee shed some light on the subject in the epicgames forum: http://forums.epicgames.com/threads/950908-UE4-will-use-Lightmass-for-its-lighting-system!/page6 "Hey guys, rendering team lead from Epic here. Fully dynamic lighting and precomputed lighting are just two tools in our UE4 toolbox. We have games being…
There are plans, but nothing specific. But they are dedicated to solving this problem since their own game (Fortnite), also suffers from lack of dynamic GI.
It's a technique. I wouldn't be surprised at all if there's more than one implementation out there. In any case, there's no evidence of GI in Fortnite from the footage show thus far.
I haven't really been following this too closely, or even entirely understand it all; but if they aren't, then what are they using for Fortnite? Since that's supposed to have a dynamic day/night. from wiki:
Epic typically ships a title to show off their latest game engine. I think when Fortnite is dated for release you'll see a public version of UE4 available shortly afterward.