Entrada Interactive has released a new patch for Miscreated, via which the team has implemented CRYENGINE’s SVOGI technique. As the developer noted, this system allows it to ‘dramatically change the lighting in the game to a more accurate representation of how light behaves in real life.’
This basically means that the game’s lighting is overhauled as interiors of buildings will be darker then the outside world as they should be and color bounces off of objects and shows up on nearby objects.
“Miscreated is the first game, in any game engine, to use SVOGI in production. It has been attempted by other companies but was removed because it didn’t perform well enough. Fortunately for us they have incredibly smart people at Crytek that were able to implement it and now we get to pass that on to you!
The system works by voxelizing the entire world. A voxel in this context is essentially just a very basic representation of each object. Think Minecraft: the basic shape is there but it lacks any detail. This is done to the entire world. Once everything is voxelized lighting calculations can be performed on this very simple version of the scene. Then using the simplified voxel version the global illumination is calculated and then rendered into the scene.
So what does this mean for you the player? It means scenes will pop out at you a lot more. The interiors of houses will all be properly lit, not bright interiors. Everything looks better and potential performance impact is minimal, if any at all.”
In order to showcase the differences, Entrada Interactive revealed the following comparison screenshots.
Images on the left are with SVOGI enabled whereas the images on the right are with SVOGI disabled.
Kudos to Crytek’s Marcel Hatam for informing us!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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my, my thats quite impressive. The 2nd to last set especially
Wow. Lighting has such a important impact in games. Looks so much better
Incredible and exciting! But you guys really should have had the before pictures on the left and SVOGI on the right
i was thinkin the same thing
“Everything looks better and potential performance impact is minimal, if any at all.”
That’s very important. I hope Epic Games adds this to UE4. The screenshots with SVOGI look considerably better.
Now imagine that if this could be backported to Crysis.
Great tech, can’t wait to see more. 🙂
“potential performance impact is minimal, if any at all” I find that hard to believe.
The game is an unoptimized POS to begin with, so I wouldn’t be surprised.
Don’t hit on it if you haven’t tried it. I personally am subscribed to the EaaS, and the performance cost is around 1-2 ms which is very low for GI.
Yeap. While Crytek also calls it SVOTI (Martin however called it SVOGI), we used the term that the development team used (which is SVOGI). Basically, they are kind of similar forms of global illumination solutions.
This lighting technique is quite impressive.
Impressive. I hate dark shadows.
Someone did not understand the article I presume.
The pictures with more prominent shadows on the left are the ones with SVOGI enabled.
You are correct. I dont know if i like this.
I like how there are shadows where it should be. Nice technique.
How does this differ from ambient occlusion?
AO adds shadows where objects come in close contact, this uses hidden voxels rendered around objects in order to mimic light’s behaviour in a relatively computationally simple but accurate way, light bounces off from every surface and transports information which gives rise to real indirect lighting and more accurate shadows.
Impressive indeed, but to me it seems just a better contrast of lights and shadows… i mean theres no “new” shadows or different illumination, just a better balance of light/dark, am i wrong?
Wow, that SVOGI makes huge difference in lighting quality, and general atmosphere. But there’s something wrong with 4’d screenshot, there’s additional tree spawned, and I dont belive SVOGI can influence graphics like that 🙂
Wow 0_0
This makes a huge difference. This will be specially useful to horror and stealth games 🙂
Is this technique inherently taxing on modern graphics cards? Also, can I safely assume that usage of SVOGI negates the need for ambient occlusion?
They say performance impact is minimal, if any at all and this doesn’t replace AO. Two completely different thing
you are partially correct. SVOGI eliminates the need for Large-scale AO. Small scale AO is still handled through SSDO. Also, in cryengine 3.8.4, heightmap AO was added to further improve Large-scale AO for scenes like forests and overhangs.
One of the selling points of the GTX 980 for me was VXGI, I bought the 980 yet I’m afraid that until VXGI will appear in games I’ll already have to upgrade to teslanew radeon. Same with this SVOGI.
SVOGI in 2012!: https://www.youtube.com/watch?v=bmfS25jK-lw
3 f’ing years, only 1 game that uses it.
I think there’s a mistake. This appears to be after-and-before, not before-and-after.
I love when shadows are where they should be!
I KNEW IT, I KNEW SVOGI WAS NOT GONNA BE LET ALONE TO DIE.
Bro, it was a moment of struggle when because of $ony in 2013 Unreal Engine decided to removed svogi because ps4 would never take it, but i knew that Either Crytek or VALVe would take on this technology.
now im hyped *.*
Let’s hope it doesn’t need a $2000 PC only to run it poorly.