TPGI - Realtime, Performance friendly Global Illumination

Official Discord :loudspeaker: | Official Group :link:


TPGI: Elevate Your Visuals to New Levels :rocket:

Introducing TPGI: Performant, Realtime, Global illumination!

Greetings, devs and creators! We are excited to introduce a groundbreaking system - TPGI (Trace Projection Global Illumination). TPGI isn’t merely another barely Realtime solution; it’s a paradigm shift in crafting immersive, awe-inspiring experiences for your players. :video_game::sparkles:

TPGI: Setting a New Standard

TPGI represents the pinnacle of whats possible, delivering AAA-level realism to your Roblox creations. It’s the essence of excellence, a catalyst that will elevate your games beyond the ordinary and into the extraordinary! :astonished::dizzy:


:star2: TPGI Highlights

  • Probes for Unparalleled Realism: :globe_with_meridians: TPGI employs a simple system, utilizing raytraces generated from a network of probes, to ensure fast light bouncing that can dynamically respond to your game’s environment.

  • Low Latency Magic: :stopwatch: With lightning-fast updates, all probes smoothly refresh in 2 seconds or less, ensuring real-time performance for an immersive experience, regardless of your game’s pace.

  • :new: Version Update: RE1 After two years of relentless research and development, we are proud to introduce RE1, the first official version of TPGI, marking a significant milestone in our journey.

  • Pro-Level Lighting Magic: :tophat: TPGI masterfully blends your existing scene lighting with lighting fast raytraced projection, delivering convincing light falloff and top-tier illumination, imparting a cinematic touch to your Roblox worlds.

  • Optimized for Next Gen Performance: :rocket: We understand the importance of performance. TPGI is engineered to operate seamlessly, even with impressively high settings, catering to players across a spectrum of devices.

  • Ready to Rumble: :racing_car: TPGI is on the verge of going live, and we are thrilled to announce that ULTEAM has secured the first official license of TPGI, proving its ready for prime time!

  • Craft Pro-Level Environments: :national_park: With TPGI, you have the power to craft immersive and atmospheric settings that will captivate your players. From mysterious dungeons that cloak everything in the distance with thick shadows to sun-drenched outdoor paradises bursting with vivid coastal streets and lush greens amplified by the sun, TPGI takes player experiences to an entirely new dimension.

  • Dev-Friendly Integration: :handshake: We’ve got your back! TPGI offers user-friendly near drag-and-drop integration and comprehensive documentation, ensuring accessibility to developers and teams striving for a professional edge in their projects.


The Future Awaits with TPGI

Join us today and embark on a journey of unparalleled visual excellence and captivating player experiences. Reach out to Lucid or any of our admins for licensing discussions, and together, we can discuss licensing! :stars::boom:

Stay tuned for updates, highlight reels, and more as we push boundaries with you all! The spotlight is yours; it’s time to illuminate your projects with TPGI! :bulb:


Posted at 2:17am on 09/05/23 by lucid. Last edit at 2:22am on 09/05/23 by lucid (fixed discord link)

10 Likes





Posted at 2:21am on 09/05/23 by lucid.

2 Likes

i’ve made something like this before, it was pretty bad but this one is more advanced than my previous system, really looking foward to it

Hey devs,

We’re excited to introduce some significant changes in TPGI RE1P1, focusing on configuration options, making them more future-ready, and improving overall user experience. Here’s what you can expect:

:rocket: Future-Ready Configuration

Our updated configuration is designed with the future in mind. We’ve reorganized and changed it to ensure that the entire config remains both backwards compatible and future-proof. This means you can count on TPGI to adapt seamlessly as your games evolve.

Learn more
Changes Type
New Config Structure Add
Reorganized Change
Renamed Ambient Inclusion to AMBI Change

:books: Better Documentation

We’ve enhanced our documentation to provide even clearer instructions and guidance, making it easier for you to get the most out of TPGI.

Learn more
Changes Type
Rewrote all documentation Change

:dart: Streamlined Performance

Our statistics system has undergone streamlining, resulting in improved performance across the board. Your games will benefit from smoother, more efficient lighting calculations.

Learn more
Changes Type
Locked all statistics features behind the toggle Added
Streamlined runtime to reduce unnecessary performance loss changed

:lady_beetle: Bug Fixes and Stability

We’ve addressed various bugs and improved overall stability, guaranteeing a more seamless experience when configuring TPGI.

Learn more
Changes Type
Fixed an edge case that caused color3 bugs Added
Improved efficiency by adding extra checks and removing unnecessarily running lines changed

We’re committed to providing you with the best global illumination solution for Roblox, and these changes are just the beginning of what TPGI has to offer.

Best Regards, The Venture Team


Posted at 10:23pm on 09/07/23 by lucid.

TPGI RE1P2 Release Notes

Hey developers,

We’re excited to introduce some significant changes in TPGI RE1P2, enhancing global illumination quality even further. Here’s what you can expect:

:books: Better Documentation

We’ve updated our documentation within the config file to provide some info about the following features…

Learn more
Changes Type
Documentation update Change

:rocket: Introducing the Classy Runtime

We’ve introduced a brand new runtime for TPGI, code-named “Classy.” This runtime is designed to deliver better performance and a cleaner, higher-quality codebase. You’ll notice improved efficiency and smoother updates.

Learn more
Changes Type
New refactored runtime with classes Add
removed old runtime Remove

:star2: Probe Persistence

Say goodbye to motion flickering! We’ve implemented probe persistence, which stores probe color in memory temporarily. This enhancement ensures a stable, nearly flicker free simulation.

Learn more
Changes Type
Refactored probe logic Change
Added persistence logic Add
Improved blending behavior Change

:lady_beetle: Bug Fixes and Stability

We’ve addressed various bugs and improved overall stability, guaranteeing a more seamless experience when using TPGI.

Learn more
Changes Type
No Changes have been made.

We’re committed to providing you with the best global illumination solution for Roblox, and these changes are just the beginning of what TPGI has to offer.

Best Regards,
The Venture Team

Where do I find the release? I’m all about good lighting.

Just looks like you set ambient lighting to a non-black color.

1 Like

That’s what I’m saying… It looks like jus regular lighting but configured to be darker, and then branded as some next-gen ground breaking system.

1 Like

Thats what global illumination is, You are simulating how the scene should be casting light color then projecting that where an ambient would be. The ambient in all screenshots is (0,0,0), TPGI adds in ambient light using probes based on the lighting and scenery around you. A raytrace is performed which is used to figure out the final color then the lighting is checked to bump brightness or dampen it depending on if a probe is lit or not. That last point is going to change in the next version of tpgi, it will get physically accurate brightness added since the current solution couldnt be physically accurate for performance reasons and we found a new solution.


The ground breaking part isnt in the visuals (though they are pretty if you pay attention to how light moves), the ground breaking part is in the tech behind it. TPGI’s raytracing is capable of 256 rays per second with 8 bounces relatively smoothly in simple scenes, this is enough to in theory render with the tech. TPGI performs 64 rays per second with 4 bounces (in the screenshots).

here is a demo of the tracer at 512 rays per second with 16 bounces, my FPS dropped to about 20ish when the simulation started then slowly dropped as more beams were generated to debug with.
image

1 Like