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Kingdom Come: Deliverance Voxel-Based Global Illumination

Kingdom Come: Deliverance Voxel-Based Global Illumination

Kingdom Come: Deliverance Voxel-Based Global Illumination

Kingdom Come: Deliverance Voxel-Based Global Illumination

 

Have a look at Kingdom Come: Deliverance using Cryengine's new Voxel-Based Global Illumination feature, which offers an amazing visual impact for a mere 6% performance loss. 

With this feature enabled the game clearly looks much more realistic and gives a scene a lot more depth and more realistic shadows. 

 

Kingdom Come: Deliverance Voxel-Based Global Illumination  Kingdom Come: Deliverance Voxel-Based Global Illumination  

 

Below is some information on this feature from Crytek, giving us some information on the performance impact of this feature and how it works. You can find more information on Voxel-Based Global Illumination here.  

 

      This GI solution is based on voxel ray tracing and provides following effects:

  • - Dynamic indirect light bounce from static and most of dynamic objects.
  • - Large scale AO and indirect shadows from static geometry (vegetation, brushes and terrain).
  • - Works without pre-baking and does not require manual setup of many bounce lights or light volumes.

 

  • First we prepare voxel representation of the scene geometry (at run-time, on CPU, asynchronously and incrementally).
  • Every frame on GPU we trace thousands of rays through the voxels (and shadow maps) in order to gather occlusion and in-directional lighting.

 

The performance depends on which GI settings are used. Usually on Xbox One it takes 4-5 ms of GPU time and on good PC (GTX 780) it takes 2-3 ms (AO + Sun bounce, no point lights, low-spec mode). The fastest configuration is "AO only" mode, it provides large scale AO for the cost of about 2.5 ms on Xbox One.

 

   

 

Below is a video showcasing the visual difference when using this feature in a recent build of Kingdom Come: Deliverance, which is said to have an impact of 3FPS, 6% by the YouTuber, who is using an AMD R9 Series GPU.  

Hopefully this means that this new feature works equally well on both AMD and Nvidia as we have first seen Voxel based illumination from Nvidia and the impact, according to this YouTuber is very low on AMD. Hopefully we will be seeing more of this feature in future games. 

 

 

Right now this feature is very new in Cryengine and is currently listed as experimental, but with such a low performance impact and such a great visual improvement I think it is likely that we will see similar features being implemented into a lot of future games. 

 

You can join the discussion on Voxel Based Global Illumination on Kingdom Come Deliverance on the OC3D Forums

 

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Most Recent Comments

29-12-2015, 07:57:22

AlienALX
I think I prefer it off :SQuote

29-12-2015, 10:54:30

Kilbane
I really like that. Much more natural lighting. But I'm not sure if sacrificing performance for better graphical fidelity is worth it Quote

29-12-2015, 11:00:40

JR23
The difference in the depth of the foliage and trees is phenomenal. If there is a huge button that says ULTRA GI and it uses lots and lots of GPU power but is quite light on vram then i'm in. I would play that game (IDK, what is it?) just to see the trees. On a scale of 1 to ethan carter sign me up for this pointless cry engine beauty.

JRQuote

29-12-2015, 11:03:57

Kilbane
Quote:
Originally Posted by JR23 View Post
The difference in the depth of the foliage and trees is phenomenal. If there is a huge button that says ULTRA GI and it uses lots and lots of GPU power but is quite light on vram then i'm in. I would play that game (IDK, what is it?) just to see the trees. On a scale of 1 to ethan carter sign me up for this pointless cry engine beauty.

JR
All of this! The depth created by that lighting really gives a sense of immersion.Quote

29-12-2015, 13:26:45

xnax2802
It's really gorgeous, but imo, the colours become really funky and unnatural looking with it on. Just way too much saturation. It doesn't look like they'd actually been outside before deciding how it should look.Quote
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