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I'm a big fan of the paper you cite and Crassin's work in general. However that algorithm is only viable in my opinion on current high-end PC GPUs and it remains to be seen how useful it can be on the latest console that also want to support large dynamic worlds.

The original article describes the careful technical tradeoffs and mixing/matching of techniques that is required to pull off a game like Bioshock Infinite on ancient hardware (at least as relative to current PCs and high-end GPUs).

Interestingly when Unreal Engine 3 was first being demonstrated to potential licensees and in the media, it was using a very high quality and elegant one-pass per light rendering algorithm. The demo scenes were basically a room or hallway with several colored lights, and the resulting multicolored shadows cast by an animated character. In 2004/5 this blew people away and a lot of game executives signed expensive licensing deals with Epic. No games to my knowledge actually shipped with that type of lighting, at least on a console. Then Epic and engineers like the author of the article spend the next several years (an entire console generation really) retrofitting UE3 with actually practical rendering technology that involved a lot of sacrifices, careful balancing, and artist headaches.

This generation Epic is showing a mind blowing UE4 demo with Voxel Cone Tracing and the cycle starts again.

One thing is very clear to me, Irrational threw out a ton of invaluable institutional knowledge when they laid off that team. I suspect competing studios, especially those using Unreal, are scrambling and having a bidding war trying to hire them.




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