Parisian Apartment in Unreal 4 engine

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Insomniator

Diamond Member
Oct 23, 2002
6,294
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haters in this thread be like

b1eb7bd7c0c249888030db060bed74e89bd5c5a7a27eaa7dafee959c0c40615a.jpg
 

2is

Diamond Member
Apr 8, 2012
4,281
131
106
Ran it on my system

Avg= 48
Min= 40
Max: 69

SLI not supported, only putting load on a single GPU and vram usage was 1GB
 

Deders

Platinum Member
Oct 14, 2012
2,401
1
91
Yep 60fps here (with Vsync), Although I'm wondering if you'd need Voxel Global Illumination to get that lighting (and better reflections) in real time.

Has anyone managed to get it to run fullscreen without the taskbar in the way?
 

2is

Diamond Member
Apr 8, 2012
4,281
131
106
Yep 60fps here (with Vsync), Although I'm wondering if you'd need Voxel Global Illumination to get that lighting (and better reflections) in real time.

Has anyone managed to get it to run fullscreen without the taskbar in the way?

I added -fullscreen to the end of the shortcut and that did the trick. It didn't appear to at first, but once the apartment actually loads it went full screen
 

Pottuvoi

Senior member
Apr 16, 2012
416
2
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Yep 60fps here (with Vsync), Although I'm wondering if you'd need Voxel Global Illumination to get that lighting (and better reflections) in real time.
It might be just better to use voxels for additional layer of reflections.
(Screenspace -> voxel -> local-cubemap -> distant cubemap)

In this way they could get high frequency information where needed.
Voxels would give some occlusion information when screenspace information isn't available and when it fails the cubemaps would be sampled.

Also cubemap projected to voxels might be interesting way to get more texture resolution to voxels.

Purely as GI most implementations of VGI have only one bounce so the lighting in the room wouldn't be as good.