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Miscreated PC - First game to use SVOGI lighting

bee

Member
from dso

http://www.dsogaming.com/news/miscreated-is-the-first-game-to-use-cryengines-svogi-technique-before-after-comparison-screenshots/

http://miscreatedgame.com/

http://store.steampowered.com/app/299740/

runs on cryengine and currently in early access on steam, certainly a world of difference, wonder how it performs, anyone have it?

normal
2gbqj0.jpg


svogi
3bqoyv.jpg


normal
4c2qjx.jpg


svogi
5nuq9u.jpg
 

Fractal

Banned
Alright, that's a huge difference... but come on, SVOGI?
Whoever comes up with these names could really use to be illuminated by a touch of eloquence. I'm no tech expert, but I'm sure we could have a better term than "Sparse Voxel Octree Global Illumination."
 

HTupolev

Member
I don't see how those shots show off any form of GI. They look like someone just turned up the contrast setting :/
Mostly the first images just look washed out. Perhaps someone decided to overcompensate for lack of GI by punching up fake ambient through the roof?

There's definitely differences between the images besides addition of lighting bouncing between geometry. Just look at the sky, for instance.
 

TronLight

Everybody is Mikkelsexual
Alright, that's a huge difference... but come on, SVOGI?
Whoever comes up with these names could really use to be illuminated by a touch of eloquence. I'm no tech expert, but I'm sure we could have a better term than "Sparse Voxel Octree Global Illumination."

Well the name describes what the technique is doing. It doesn't have to be pretty, you won't see it on a game's cover.
 

Lord Error

Insane For Sony
SVOGI version looked like someone turned off all the ambient light. I feel like something in between those two versions would look much better than either of the examples.
 

Ran rp

Member
It seems to be working against the game. So much of the screen is pooled in shadow and it's hard to make out anything not directly in the sunlight. In the first example I can clearly see the doors and trash and surrounding area of that building in the back. In the caparison shot I can barely make out what's going in front of that building. If there was an enemy there they'd have a huge visibility advantage.
 
Super excited that realistic bounce lighting is finally creeping into the realtime space. The difference it makes in how you 'feel' the scene in realtime is amazing.
 

KKRT00

Member
I don't see how those shots show off any form of GI. They look like someone just turned up the contrast setting :/

Look here for a comparison which actually shows GI: http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/

Just bad comparison, but it is probably based on newest Voxel Based GI in CryEngine SDK.
Its not exactly SVOGI as in UE4 preview, but its close enough.

Some more examples from Crytek documentation and community can be found here:
http://www.neogaf.com/forum/showpost.php?p=169079042&postcount=205
http://www.neogaf.com/forum/showpost.php?p=169090482&postcount=210
http://www.neogaf.com/forum/showpost.php?p=169273007&postcount=216
http://www.neogaf.com/forum/showpost.php?p=169299532&postcount=232
https://www.youtube.com/watch?v=-7U6JgbFCVM
BH-breakdownSvoti2,xlarge.1441140416.gif



Works for projector lights too:
UnderstatedDangerousDore.gif
 

Com_Raven

Member
Hmmm wifes just bought a puppy...Svogi will be its name now.

Please share a picture of SVOGI, I will put him/ her on the CRYENGINE Twitter channel :p

Keep in mind that the current implementation of the feature on the engine side is still experimental, so the results won't be perfect yet.

With that said, we liked what Entrada did for Miscreated a lot. You can find a few more comparison shots in this video that our programmer Vlad put together:
https://www.youtube.com/watch?v=JC5jIa5fvlk&feature=youtu.be
 

Costia

Member
The biggest difference i see is that the shadows are simply darker - which increases the contrast.
There are differences in the shadow's shape, but those look quite minor.
 
I don't see how those shots show off any form of GI. They look like someone just turned up the contrast setting :/

Look here for a comparison which actually shows GI: http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/

The video posted by the engineer responsible for it shows it off much better.
https://www.youtube.com/watch?v=JC5jIa5fvlk

The whole "up'd" contrast look is because there is no longer a global ambient term. Shit just gets darker because there is just much more AO and it only gets lighter if you inject more light sources into the scene or make materials lighter.
they should make the skybox slightly emissive though

It is actually.
 
Huh. AFAIK Cryengine already allows some form of GI for outdoor scenes (1 bounce only).

That is the old LPV variant, this is a new voxel one which does 2 bounces currently among a variety of other great features (has AO, specular reflections, is way more accurate, etc.)
SVOTI images are actually the non-SVOTI and vice versa.

The darker ones are the ones with SVOTI. The OP just shows off some very bad examples IMO. The video posted later in the thread shows it off much better.
 
I love the comments basically just commenting on way more contrast.

EDIT: Ah, the video has a couple of shots that showcase it better.
 
Mostly the first images just look washed out. Perhaps someone decided to overcompensate for lack of GI by punching up fake ambient through the roof?

If you turn on SVOTI, you cannot even touch the "fake" ambient anymore as it is disabled. You can change some values though so that it is not purely physically driven.
 

sirap

Member
That is the old LPV variant, this is a new voxel one which does 2 bounces currently among a variety of other great features (has AO, specular reflections, is way more accurate, etc.)


The darker ones are the ones with SVOTI. The OP just shows off some very bad examples IMO. The video posted later in the thread shows it off much better.

Nice, renewing my subscription now. Can't wait to play around with it, I've been having a blast with Unity's solution, but nothing beats Cryengine's WYSIWYG editor.
 

Thraktor

Member
So, instead of showing a comparison of "Here's our SVOGI lighting versus the next best lighting technique", they're going with the comparison of "Here's our SVOGI lighting versus no lighting whatsoever"? Of course it's going to look good.

Besides, there's not a whole lot of point evaluating a dynamic GI implementation like SVOGI from still images, as it will be almost indistinguishable from well-implemented pre-baked light maps. Give me some video of the game in motion (with moving light sources) and then I'll pass judgement.
 

KKRT00

Member
I wonder how easily this could be implemented into other CryEngine games currently in development such as Star Citizen.

Quite easy, problem is that SC is still on earlier build of CE than 3.8.4 and the whole feature is still experimental.
But i'm sure CIG will look into this.

-----

So, instead of showing a comparison of "Here's our SVOGI lighting versus the next best lighting technique", they're going with the comparison of "Here's our SVOGI lighting versus no lighting whatsoever"? Of course it's going to look good.

Besides, there's not a whole lot of point evaluating a dynamic GI implementation like SVOGI from still images, as it will be almost indistinguishable from well-implemented pre-baked light maps. Give me some video of the game in motion (with moving light sources) and then I'll pass judgement.
http://www.neogaf.com/forum/showthread.php?t=1097646&highlight=

And no lighting what so ever? What?
 
So, instead of showing a comparison of "Here's our SVOGI lighting versus the next best lighting technique", they're going with the comparison of "Here's our SVOGI lighting versus no lighting whatsoever"? Of course it's going to look good.

Besides, there's not a whole lot of point evaluating a dynamic GI implementation like SVOGI from still images, as it will be almost indistinguishable from well-implemented pre-baked light maps. Give me some video of the game in motion (with moving light sources) and then I'll pass judgement.
The other images use the standard way to re-light games. Localized IBLs and direct lighting. Tons of games do this. It is not as if they have no re-lighting whatsoever... otherwise the shadows would be pitch black.


SVOGI will not look like standard pre baked light maps in a great number of scenarios actually because it can revoxelize and be dynamic. AO for example, the changing lighting of a moving shadow, or even specular reflections. Something light maps really do not do.
I wonder how easily this could be implemented into other CryEngine games currently in development such as Star Citizen.

Do not worry mate. I will bug CIG to implement it until my acct gets banned. lol
 
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