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Geomerics global illumination GDC 2015 demos

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Enlighten 3 - Subway (Unreal Engine 4 demo)

Lower quality: https://www.youtube.com/watch?v=TLPedv_h8vY
Higher quality: http://www.geomerics.com/wp-content/uploads/2015/03/Enlighten_Subway.mp4
HQ mirror: https://mega.co.nz/#!XsxT3RIY!Ag0HUqZFUt6GR4Tkp4Bh0-UhsPPR4S7uz7DKx5ztnO0

http://www.geomerics.com/blogs/subway/

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Forge - Lighting editor

https://www.youtube.com/watch?v=nbCbgBJ5rhI
http://www.geomerics.com/news/enlig...-of-dynamic-lighting-in-the-hands-of-artists/
 
Getting massive Nova Prospekt vibes from this. If only.

I hope games start using GI soon! PC-only tech for this generation sadly.
 
The demos looks cool, but I wonder what the limitations behind Geomerics' solution are?

I also would like to know what benefits their solution offers over UE4's built-in light solution? I would assume Geomerics' tech are plugins that have to be licensed separately.
 
Impressive stuff. Loved the part where the colored glass broke and the more natural lighting overpowered the color.

Is Frostbite still using Enlighten? Have they said if this method will work on consoles?
 
Getting massive Nova Prospekt vibes from this. If only.

I hope games start using GI soon! PC-only tech for this generation sadly.

I don't think so. There might be more limitations on the console side of things, and it'll continue to be easier/more accurate/faster as PC hardware becomes more and more powerful, but it's totally doable on consoles, AFAIK.
 
Impressive stuff. Loved the part where the colored glass broke and the more natural lighting overpowered the color.

Is Frostbite still using Enlighten? Have they said if this method will work on consoles?
Yes, they are.

They have demoed dynamic GI working on mobile devices so yes, it will work on consoles.
https://www.youtube.com/watch?v=gIt_mBubg5w
https://www.youtube.com/watch?v=TkGc2GugeqM
https://www.youtube.com/watch?v=Wrt5aLHI8ME

Unity 5 has it as default GI solution.
Very impressive, especially the indirect shadows etc.
This one is one you can look at in realtime in the Unreal 4 SDK, looks really similar

https://www.youtube.com/watch?v=i8z7afyTMUk
They apparently borrowed some assets from Epic, so it's not surprise.
In that demo most of the light/GI is baked with lightmass, so it's not really dynamic.
 
Yes, they are.
They have demoed dynamic GI working on mobile devices so yes, it will work on consoles.

Unity 5 has it as default GI solution.
Very impressive, especially the indirect shadows etc.
Coolcoolcool

I look forward to seeing it in some games.
 
The translucency and then the window breaking as well as the bit before it with the train passing by is so frigging cool.

I hope this stuff makes it into games asap
 
Q-Games are presenting a technology session tomorrow too:

http://schedule.gdconf.com/session/the-technology-of-the-tomorrow-children
So, you're the new projection clone huh? Have you ever wanted to make a divergent timeline starting in the 1960s Soviet Russia where all human consciousness has been reduced to a molten void, and where your have to work to restore civilization by mining inside giant heads, fighting giant monsters, building big red robots to working together for the glory of all? We did! Come learn about some of the technology we crammed into our engine to get the best out of the PS4, such as 3 bounce global illumination using cascaded voxel cone tracing, voxel-based reflections, sub-surface scattering, and a dynamic landscape system based on a layered depth cube that allows us to do real-time CSG operations.
 
Translucency was amazing.
Generally good demo, but still the solution showed by Nvidia was higher quality, because it used Area Lights and bounced lighting cast shadows, which here it doesnt.
Still looks pretty cheap performance wise.
 
This depends on non-deforming geometry, right? A certain amount of static geometry too?

It seems no one is working on something that's kind of general wrt dynamic geometry. But I guess that rules out lots of shortcuts.
 
Nice. The lighting tech on Tomorrow Children is excellent.

In fact it is the best available now in the gaming industry. Even Nvidia VXGI can't stand in front of it. Many expected VXGI to have the edge over it byy using Voxel octree hierarchy but they just used 3D textures just like The Tomorrow Children . While VXGI is only one bounce, The Tomorrow Children has 3 bounces in 16 directions. I know VXGI is supposed to work in any type of game that is why it is limited but still, many expected more from them.
 
In fact it is the best available now in the gaming industry. Even Nvidia VXGI can't stand in front of it. Many expected VXGI to have the edge over it byy using Voxel octree hierarchy but they just used 3D textures just like The Tomorrow Children . While VXGI is only one bounce, The Tomorrow Children has 3 bounces in 16 directions. I know VXGI is supposed to work in any type of game that is why it is limited but still, many expected more from them.
I think it's cool as hell that a small team on a small downloadable title are pushing tech like that. Love seeing that happen.
 
I think it's cool as hell that a small team on a small downloadable title are pushing tech like that. Love seeing that happen.

Indeed.

On topic, everyone should forget about Enlighten, their solution won't be available to everyone, hell many devs won't be able to afford it and I am sure that it will cost more money than buying Epic studio itself. This is just out of anyone's league.
 
The lighting is impressive, but I feel like shadows are few and far between in these Geomerics demos.

I think conventional wisdom usually says that shadows in real life are always soft and subtle, but in practice glancing around my room for example, I feel like that's not the case even in average situations.
 
In fact it is the best available now in the gaming industry. Even Nvidia VXGI can't stand in front of it. Many expected VXGI to have the edge over it byy using Voxel octree hierarchy but they just used 3D textures just like The Tomorrow Children . While VXGI is only one bounce, The Tomorrow Children has 3 bounces in 16 directions. I know VXGI is supposed to work in any type of game that is why it is limited but still, many expected more from them.
VXGI has much smaller voxels... more fine grain.
 
The lighting is impressive, but I feel like shadows are few and far between in these Geomerics demos.

I think conventional wisdom usually says that shadows in real life are always soft and subtle, but in practice glancing around my room for example, I feel like that's not the case even in average situations.

Indeed, in their previous video: https://www.youtube.com/watch?v=VHbHOQ1NRuw many shadows were lacking like the mug, the dish, also AO is not that efficient there: the couch edges shoudl internally occlude etc.
 
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