I was gonna make a big “woo its out” update/post but nobody really cares tbh. Im just gonna release it, It should be fully rolled out in the next hour or so.
Nextgen is up in the air again since basically no interest has been shown for re4+ and as much as I enjoy working on these systems, My savings are running low and I think its time to move onto a more profitable project.
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Heres a few screenshots from the now cancelled demo
(Interior)
(Interior alt)
(Night exterior)
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So this just popped on my community resources tab and it says old users cant migrate to RE4+ anymore?
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you should have gotten an email from itch about it, If you missed migration you can message me on discord and ill get you a key - you just have to provide proof of purchase (like an email, screenshot, etc)
Wish you had a playable demo, youtube 720p doesn’t show the quality as well.
Doesn’t change the fact that it’s cool as hell tho
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Guys the developer was not joking, the old RE4 was so poopy and ran super slow, this new RE4+ is so freaking fast, it runs at solid 60FPS on my cool realistic warehouse thing.
Although it looks bad here because it works better outdoors or on places without shiny materials
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Dont forget you can also tune the brightness (when AMBX is enabled the brightness setting is multiplied into the output so 0.5 would be half what AMBX calculates)
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Ill dm you my testing place, Its not as fancy as the incomplete demo but it should be enough (its the same crossroads place as used in the video)
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Is the plugin free or paid? This seems like a really cool project and I am hoping to use it for future games.
RE4+ Is paid because I have been working on it for so long, RE4 and RE3+ are alot cheaper if price is a problem (though they are end of life so no major updates are coming for them)
Ok, I saw this post a while ago but it didn’t look like much, but then i saw this and it looks insane. Out of curiosity, is this just a ton of extremely optimized light probes in like a cloud around the player. How far does it accurately simulate light. Does it work with future lighting? The problem with future ive found with lamplight is that future lighting you can see all the light probes reflections on surfaces since its not blended like shadowmap. Without future, PBR doesn’t look as good at all.
Also why is the demo canceled. This kinda reminds me of UE5 Lumen from the screenshots.
Sorry for the late response,
Yes but no, Their is a cloud of probes around the player but if your thinking they just emit light no, The system does simplified raytracing using our voxel raytracer then pushes those results through a denoiser and some fancy brightness math.
Sadly you still get specular highlights with future, in all the videos/demos Ive used more matte materials for a reason. Theres not really a way around it because roblox doesnt have any way for me to project proper GI into the scene, Ive considered using editableimage+decal emission glitch but performance would be horrid with more than a few hundred objects
Demo got cancelled because I was having a hard time motivating myself on this update, TPGI is unfortunately monolithic since its built ontop of code from like 2+ years ago that ive just constantly updated, Before I learned OOP and good structure.
RE4+ Is officially EOL but im working on its successor which is a true complete rewrite with an array of new features (ProbeShader, ProbeMesh, Plugin, etc) basically every feature I scrapped for TPGI is getting implemented
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Although I am not planning on purchasing this product, I look forward to seeing new updates on this technology. Roblox has not incorporated a way to make games have completely customizable lighting and shading so I feel this is the closest we will get for a while.
This version of TPGI looks pretty good, but I currently have a question: Does the system include light influence calculation?
yes but due to probe density its only really noticeable in large open spaces (ex plane hangers, outside, etc) smaller areas like small rooms wont really benefit from the feature. You can manually change the probe density by just scaling the model and changing the emitter distance (2x the distance between the probes). I never got around to implementing Probemesh in TPGI, I was saving it for photon.
Both are on haitus.
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@LucidPolygon is there a test game
@LucidPolygon ill buy it if you make a test game
its been discontinued for awhile
You can get a free copy on the github (linked on the store page)
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Hmm ,sniff sniff … They are Future Lighting for Global Illumination ,it looks so good but Realtime GI can maybe lag you
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