I think svogi in Cry is the same as Vxgi in ue4
It's not. Unreal has one guy trying to integrate the original nVidia's code, Crytek has full rendering research department doing this stuff :- ). It's also why CryEngine already has it fully working on soon to be released games (like Kingdom Come).
Of course, looks good enough for games only, but that's the point.
I was reading past 2 days all the tech papers about in-house engine used for Order 1866 and it's blast, these guys are maniacs. It has bunch of stuff that is way above Unreal in visual rendering technology, namely unlimited full material blending with no performance cost because of packing.
That's completely genial workflow. Instead of building giant unique shader from repeated elements, you keep stacking 'common' materials into more complex, keeping full relationship untouched. Unreal can do it, but it's like every other renderer, you will be rendering all the materials visible in particular pixel. So 8 materials, 8 times the cost. Wonder if that could be changed ? Also the 'spherical gaussian' lightmaps for rough materials, who keep correct spatiality. Unreal solves this with screen-space reflections, but those are grainy and expensive. Bunch of incredible tech. I can only wonder what other in-house engines have developed for themselves. Don't get me wrong, Unreal is superior gaming engine, super easy, super robust and oriented flexibily for any kind of game. But these in-house tools with proprietary rendering research have that edge in doing particular visual things better. (also why open-world games were and are such strong point in CryEngine).
Here are all of them:
http://www.readyatdawn.com/presentations/Here is the particular artist-oriented:
https://readyatdawn.sharefile.com/share?cmd=d&id=s3187a0527304cf1b#/view/s3187a0527304cf1b?_k=ntb0zs
« Last Edit: 2016-03-19, 09:48:32 by Juraj_Talcik »
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