Are you held back from achieving your vision because of the absence of Real-Time G.I in UE4?
Does your project benefit from Real-Time G.I in UE4?
It has been stated on the official forums that if there is enough attention from community on the matter it can make a difference. Your signature counts!
I really thought this might just float around in the void forever but the momentum has actually become a real thing now. It is genuinely wild to see so many people landing on the exact same page about the engine needs and honestly I keep refreshing the page just to see if it is still happening.
13 Comments
A
Anonymous
10 years ago
Featured
Dynamic GI will be one of the most enabling features for small devs who don't have time nor resources to hack the engine to suit their needs. Indies need fast workflows to get the job done, but as of now the graphics pipeline (animation setup, object placing and instancing, lighting in mixed conditions such as outdoor/indoor) is the most time expensive part of the engine.
A
Alireza Khajehali
· petition starter
10 years ago
Featured
Games that can't use baked G.I should have Dynamic G.I as an option. That means games that support dynamic day/night cycle. Which are usually open world/survival and racing games. Pretty much every game these days is aiming for dynamic environments and without dynamic G.I the environments look just flat.
J
Jack McKelvie
10 years ago
Featured
This really needs to be done. Considering most if not all open world games rely heavily on dynamic lighting I would have thought a good real time global illumination solution would have been implemented a long time ago.
K
kamel
10 years ago
we need it ans think of concurence !!
K
Krystian Bąk
10 years ago
Viz business will be happy for sure. Maybe this will change size of the builds. I dream on about something like Marmoset in website browser but with more control about what is happening on the screen. This is will be for sure one step forward.
Are you held back from achieving your vision because of the absence of Real-Time G.I in UE4?
Does your project benefit from Real-Time G.I in UE4?
It has been stated on the official forums that if there is enough attention from community on the matter it can make a difference. Your signature counts!
I really thought this might just float around in the void forever but the momentum has actually become a real thing now. It is genuinely wild to see so many people landing on the exact same page about the engine needs and honestly I keep refreshing the page just to see if it is still happening.
13 Comments
A
Anonymous
10 years ago
Featured
Dynamic GI will be one of the most enabling features for small devs who don't have time nor resources to hack the engine to suit their needs. Indies need fast workflows to get the job done, but as of now the graphics pipeline (animation setup, object placing and instancing, lighting in mixed conditions such as outdoor/indoor) is the most time expensive part of the engine.
A
Alireza Khajehali
· petition starter
10 years ago
Featured
Games that can't use baked G.I should have Dynamic G.I as an option. That means games that support dynamic day/night cycle. Which are usually open world/survival and racing games. Pretty much every game these days is aiming for dynamic environments and without dynamic G.I the environments look just flat.
J
Jack McKelvie
10 years ago
Featured
This really needs to be done. Considering most if not all open world games rely heavily on dynamic lighting I would have thought a good real time global illumination solution would have been implemented a long time ago.
K
kamel
10 years ago
we need it ans think of concurence !!
K
Krystian Bąk
10 years ago
Viz business will be happy for sure. Maybe this will change size of the builds. I dream on about something like Marmoset in website browser but with more control about what is happening on the screen. This is will be for sure one step forward.
Dynamic GI will be one of the most enabling features for small devs who don't have time nor resources to hack the engine to suit their needs. Indies need fast workflows to get the job done, but as of now the graphics pipeline (animation setup, object placing and instancing, lighting in mixed conditions such as outdoor/indoor) is the most time expensive part of the engine.