Star Citizen 8K UHD - More Voxel-Based Cone Tracing & Voxel GI (SVOGI)
Well I assume thats what they use among other things in Lumberyard
Global Illumination, light scattering, shadow casting even some Ray Tracing chosen on specific items.
You can see which effects that are using this by turning slowly around ingame prefered 3rd person, on the side of the screen those things like Shadows, reflections etc go in or out of frame just before the edge of the screen. RTX do the same thing, mainly to close down on the performance hit and you dont really focus your eye on the edge of the screen anyway.
So what does Lumberyard support since Voxel GI provides the following effects:
Dynamic indirect light bounce from static objects and many dynamic objects.
Large-scale ambient occlusion (AO) and indirect shadows from static objects such as brushes, terrain, and vegetation.
Supported features from DirectX 12 and DirectX 11.3 that include the following:
Rasterizer-ordered view with order independent transparency.
Tiled resources that allow you to develop textures virtually that you can then use on terrain.
Optimized texture streaming.
Conservative rasterization helps you develop and optimize ray tracing or voxel rendering, which you can use to develop certain rendering techniques such as global illumination (GI).
For some more info check link here: https://docs.aws.amazon.com/lumberyar...
Enjoy Star Citizen, Best regards Balubish
#StarCitizen #VoxelGI #SVOGI #Global-Illumination #RayTracing
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