There’s some cleanup and documentation required before it’s even PR worthy.
The handling of the lightmaps runtime side is also quite questionable and probably full of exceptional failure cases. I’ve been meaning to look at allowing Resources to spoof as being other resources (or at least indicate who the REAL resource is). The hassle is that from a usability standpoint, lightmapping has to be reasonably non-intrusive … it is unacceptable for lightmapping to interfere with the materials that have been defined.
I’ve been working on some hybrid CPU/GPU GI stuff. It’s going quite well, but no where near primetime. Hilariously, I’ve been enhancing my knowledge of Geometric Algebra to find better solutions, which happens to be exactly what Enlighten uses (only became aware of that after I started diving down that round for reprojection of point clouds, now it’s a patent dancing nightmare).
I want to point out, that at all times, screenspace GI should be an option if you’re doing GI at all. If you’re going to do SSAO, there’s no reason not to do SSDO on top of anything else.[/quote]
I see tests of the SSGI in UE4 and give problems is like the SSR but the reflections you notice less than the light, if you add sometype of dynamic GI you got in UE4 the LPV in alpha/beta status as reference but that LPV or something like that should be better than SSGI.
*Tested in demo scenes probably in a final result game looks better without problems idk.