TPGI is a Realtime Global Illumination system that uses probes to represent indirect lighting. Instead of a set ambient light, ray tracing is used to approximate the color of shadows and apply it with probes. RE4+ Reintroduces a light resimulation for scene aware brightness.
Why is this different than RE4?
• Voxel Raytracer (Vagabond) : Dramatically improves performance with meshes
• Smaller improvements : Improved frame consistency and coherence
• Lighting Resim (AMBX) : Realistic brightness based on lighting
Why TPGI?
• Realtime : Unlike other systems TPGI isnt static/baked, it responds to changes.
• Fast : Significantly better performance+reactivity then existing systems
• Stability : TPGI is extremely stable and endures extensive testing prior to updates.
Im glad I got to send TPGI off with a bang before I introduce the next major system, Its been awhile. - lucid
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.
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)
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
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)
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.
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
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.
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.