Is SVOGI still supported?

What is the recommended method for global illumination in lumberyard?

I read about svogi in lumberyard but it has been tagged as legacy feature. Then I came across light probes but those do not appear to be a fully dynamic solution like SVOGI because you have to strategically place the probes in advance.

So is SVOGI still being worked on or is it going to be dropped?

HM I had no idea it had been tagged as so yesterday, I wonder if they , as well as other engines, are going for ray-tracing.

Supposedly, cryengine raytracing on the burner given their ray-tracing ‘demo’ - so I could easilly see LY , based in part o CE, doing the same ?

Dunno, but everyone is, the thingis tho, unrealengine seems to be going with RTX wit his VERY expensive for solo developers to necessarily afford, I know I can not , definitely not ugrade to rtx at thistime…aint no way.

Maybe what Cryegine is doing is less expensiove for those like me, who can’t go there, yet.

One can hope!! Sad to think you’re being squeezed outof dev just bc your GPU is a tad too ancient tho mine is hardly ,ancient GTX 950-tho ya if you look at nvidias site, its GETTING there fast- but I still can play most things on max without sweating a lot.

I look fwd to CE/LY keeping it real and helping those NOT on giant budgets to compete and still get near or at ray-tracing visuals.

BTW, there isno way to just COMMENT , which is ridiculous by this time, and Ido not necessarily consider this an answer, as I didn’t know GI wasn’t being possibel axed for ,something else.

Latre

Ill tag @petrocket and @gFunc here they night know an answer and @ h

2 weeks ago, anything yet Commander ? :)_)

2 weeks ago, anything yet Commander ? :)_)

2 weeks and nothing, time to export my terrain elsewhere.

@petrocket

A entire month, Shepherd have you heard anything ?

DOesn’t matter that much, but it would be nice knowing what lighting, since often its ALL about game dev, is doing in LY .

Has there been any clarification on this point? As SVOGI is marked as legacy, it does raise the question of what approach to GI we should take going forward, which is rather important.

Hi @Zaphod_Beeblebrox, we have no plans to remove the SVOGI feature. We are currently testing some SVOGI changes that would restore some functionality removed in 1.14 and potentially improve performance. SVOGI has always been listed as an experimental feature as it can be performance and memory hungry. The gem is also marked as legacy because it is still rather tightly coupled with legacy CryEngine systems. If you are considering using SVOGI in your game, I recommend profiling early with to get a feel for the cost to achieve the visual quality you want.

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Thank you for the response. I was a bit puzzled, as I’ve gone through the basic tutorials and I got the impression that this was a standard way of implementing dynamic lighting in Lumberyard, rather than being something experimental or legacy.

I understand that dynamic GI is always going to be expensive. Are there any plans to pursue an RTX-based GI system, which might become more interesting come the new console generation?

@Zaphod_Beeblebrox, you do not need SVOGI to have dynamic lighting in Lumberyard, it provides dynamic global illumination, but many games use the existing dynamic non-gi lighting with environment probes (for static GI) to get a good blend of performance and visual quality. If your game environment has a large scale global illumination change due to say a full day/night cycle, you can use multiple environment probes baked at set times of day and then blend between them to get the right amount of global illumination. If you have more information about the kind of game you are making and the visual quality/performance you want I might be able to give better advice.

I don’t have any information regarding RTX plans, sorry. Definitely some cool stuff happening in that space.

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Thanks. The style of game we’re looking at is quite similar to the Lumberyard Starter Game, which is part of the reason it drew my interest. So, the dynamic lighting in Starter Game is using baked environment probes, and not any form of dynamic GI?

@Zaphod_Beeblebrox, the StarterGame does not use SVOGI by default (the gem is not used in the project) and it must run on all platforms including mobile where SVOGI would not be practicle. StarterGame has a number of environment probes set up to provide GI lighting and reflections for various times of day, though if I recall the time is not set to advance automatically by default. You can enable the SVOGI gem in StarterGame and try it out, but it is not enabled by default.

@petrocket I tested global lighting and saw that this technology is not perfect. I recorded a video with the best result that I managed to get using all the available parameters. Tell me please. Will it improve Global Illumination (SVOGI) in the near future?
in the video below you can see the result of my work.

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Hi @didzey, well done. SVO Global Illumination is still an experimental feature and can give you impressive results, but does have draw backs as you have discovered. We don’t have any active improvements in this area. Right now a lot of movement is in the direction of using raytracing in global illumination https://developer.nvidia.com/rtxgi but others have good results with SDFGI https://godotengine.org/article/godot-40-gets-sdf-based-real-time-global-illumination (nice to see our Bistro scene being used in graphics samples). Are you interested in graphics programming?

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This is fantastic news! Does this mean that we can expect the release of a new lighting method in the near future? The ray-optimized trail is optimized for everyone, it’s just phenomenal!

I’m interested in graphic programming! But what do you mean?

@didzey, those methods I pointed out are just general approaches to global illumination that seem to be popular for graphics programmers these days, and potentially for you if you are a graphics programmer considering implementing a new GI solution in Lumberyard. Sorry, I don’t have any insight to offer about Lumberyard graphics/lighting features aside from what is already available to the public.

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Okay, but unfortunately I’m not a graphic programmer… But I know one person who is an expert in this! I’ll let him know, maybe he’ll do it. I also need to know what he can get if he does this task? Can we get into a face-to-face conversation?

Hi @didzey, the simplest way to voluntarily contribute code is through a github pull request.