As far as I know the GI can be enabled into UE4, but Epic didn't fully developed this feature because of GPU consumption, but I guess they're planning to evolve the idea in the future...
Light Propagation Volumes GI <https://forums.unrealengine.com/showthread.php?530-How-to-enable-Light-Propagation-Volumes-GI-WIP-AND-BETA> 2014-08-23 9:25 GMT+02:00 <pete...@skynet.be>: > I’m no specialist at all – but it’s not because the lights move around > that there’s no baking involved. > In my understanding and the little bit of research I did nearly a decade > years ago – which was unrelated to Unreal – that was one of the paths being > actively explored: baking a scene, and spherical harmonics in particular – > which would allow to then have dynamic lights with radiosity in realtime. > And the logistics at the time were a render/bake of a few hours and files > running in the gigabytes... > > > *From:* Eugene Flormata <eug...@flormata.com> > *Sent:* Saturday, August 23, 2014 7:36 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: ot: unreal engine > > https://www.youtube.com/watch?v=rOkJ1-vnh-s > this doesn't really look baked though > > > On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <alok.gandhi2...@gmail.com> > wrote: > >> It's all about baking. Recently, I made some arch viz app for Andriod >> and iOS and I was able to achieve good quality. It was for unity and I did >> all the baking in soft. >> >> Sent from my iPhone >> >> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com> wrote: >> >> Consider that this is a kind of tech demo, means that Unreal Engine 4, >> being a game engine, is built to manage multiple aspect ( physics, >> characters movement and logic, enemies logic, particles and so on ) >> The video shows how good is UE4 with lighting and "atmosphere", but the >> you actually build your scene as a game you need to do lots of >> compromises... >> Cryengine 2 was used as well for archivz and the results were stunning, >> and lots of companies get a license to develop just that... >> >> The main issue that I found right now is that if you want to share or >> send the work to your client ( as a walkthrough I mean ) you have to send ( >> and install ) a 1-2gb file, which most clients are not so comfortable >> with...otherwise you can just render a video with it...the main advantage >> is that you don't wait 5 minutes per frame, but just a couple of seconds. >> >> Anyway this engine looks amazing and the constant updates are improving >> it more and more >> >> >> 2014-08-22 23:18 GMT+02:00 Cristobal Infante <cgc...@gmail.com>: >> >>> Some more in his work in kotaku: >>> >>> >>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow >>> >>> And also a while back this Swedish apartment was done in Unreal >>> (previously done in octane). He even offers a download if you want to test >>> the interactivity. >>> >>> http://vimeo.com/m/98625270 >>> >>> >>> On Friday, 22 August 2014, Matt Lind <ml...@carbinestudios.com> wrote: >>> >>>> Addendum: >>>> >>>> >>>> >>>> It’s also part of the reason why 3rd party apps such as Fabric Engine >>>> can render faster than the native viewports – less overhead. >>>> >>>> >>>> >>>> >>>> >>>> Matt >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> *From:* Matt Lind >>>> *Sent:* Friday, August 22, 2014 2:11 PM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* RE: ot: unreal engine >>>> >>>> >>>> >>>> Not the entire reason, but a big part of it is DCC apps must spend a >>>> lot of time reading and evaluating construction histories and other user >>>> interaction whereas the displayed data in a game engine is stripped down to >>>> the bare minimum for performance. Game engines will always be faster than >>>> DCC apps in that regard, and by a large factor. >>>> >>>> >>>> >>>> As for look quality, it’s just a matter of writing the shaders. You >>>> can do that in Softimage. >>>> >>>> >>>> >>>> >>>> >>>> Matt >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> *From:* softimage-boun...@listproc.autodesk.com [ >>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jordi >>>> Bares >>>> *Sent:* Friday, August 22, 2014 2:04 PM >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* Re: ot: unreal engine >>>> >>>> >>>> >>>> I still wonder why the viewport of our 3D apps is not as good as that… >>>> :-P >>>> >>>> >>>> >>>> Jordi Bares >>>> >>>> jordiba...@gmail.com >>>> >>>> >>>> >>>> On 22 Aug 2014, at 21:34, Francisco Criado <malcriad...@gmail.com> >>>> wrote: >>>> >>>> >>>> >>>> it seems to be, it only tales 10 minutes to build the light mapping. >>>> >>>> details here: >>>> >>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting >>>> >>>> >>>> >>>> 2014-08-22 17:30 GMT-03:00 David Saber <davidsa...@sfr.fr>: >>>> >>>> On 2014-08-22 18:55, Francisco Criado wrote: >>>> >>>> have to share this: >>>> >>>> >>>> >>>> UE4 Archviz / Lighting 2 >>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA> >>>> >>>> >>>> >>>> >>>> >>>> F. >>>> >>>> wowo, this is realtime? >>>> >>>> >>>> >>>> >>>> >>> >> >> >