I integrated both VXGI and WaveWorks into my UE4 build and then made this scene to demonstrate some of the next steps in graphics that we're going to be taking mainstream in the next years. In this case essentially better water and light approximation.
This demo is a work in progress.
NEW WAVEWORKS DEMO: • Thousand ships, Unreal Engine 4 with NVIDI...
Ocean comparison: http://i.imgur.com/QnbJt2x.jpg
Lightning comparison: http://i.imgur.com/gUqsYe2.jpg
Details:
The scene contains one directional light, everything is dynamic.
It ran at an avg. of ~22 FPS, with min. at 18 and max. at 24.
Settings generally:
Everything was at max, usually referred to as Epic, temporal AA, rendered at my monitor's native 2560x1440 with a screen percentage at 100%.
Settings, exceptions:
I did not use vxgi specular tracing as it turns SSR off and I did want to have that post effect, I did try it but it was a pretty easy visual call at the end especially as it would have cost a few additional frames. Light propagates with multiple bounces.
Conditions:
Recorded with FRAPS ran as a standalone from the Editor (minimized, realtime unchecked) as it was already 2:30am and packaging failed the first try.
This is my machine that this was made and ran at:
Motherboard: Z97-DELUXE(NFC & WLC)
PSU: Cooler Master "V Series" V850
CPU: Intel® Core™ i7-4790K 4.6Ghz
CPU cooler: Hydro Series™ H100i Extreme Performance
GPU: GeForce GTX TITAN X
RAM: G.SKILL Trident X Series 32GB (4 x 8GB) DDR3 2400 Mhz
SSD: Samsung SSD 850 PRO 256GB
HDD: WD Green 2TB
CASE: NZXT. Phantom 410 Black
Additional:
During development there was on average 9.3GB of vram in usage and about 19GB of ram.
It would be great if everybody would get to see the original video that is 9.42GB in size, compression here is going to take its toll.
I'm planning to release a special Titan X version of a finished demo, not locked to it, just recommended, memory.
I manually toggle between fast/slow day/night cycle during the video.