A while back, we shared a tech demo from CRYENGINE’s member ‘Synce’. Synce’s demo showcased Crytek’s new Global Illumination solution, SVOTI (Sparse Voxel Octree Total Illumination). And today, we are presenting you another mind-blowing interior tech demo that takes advantage of this technique and is available for download.
As Synce noted, the purpose of his demo was to show what SVOTI is capable of.
“SVOTI means Sparse Voxel Octree Total Illumination. This system can achieve high quality global illumination in real time. In this demo you can change the time of day, and look how the light reacts.”
The latest version of this fan tech demo can be downloaded from here, and here is the changelog of it.
CRYENGINE Baron Haussmann Demo – Update 0.4.6:
“The engine version is now 3.8.2
-The sky light is now defined by the global cubemap. So it’s more directionnal and realistic.
-The GI update is now more smooth and progressive
-Some geometry improvements to avoid aliasing (still in progress)
-Some minor changes”

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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This sort of thing is really easy to do and setup, it’s one of the first things you can do when learning 3D LOL
Where is your demo Sean? WHERE IS YOUR DEMO?!?!
I did a demo for free to promote computer courses using Maya, it was animated as well, so yeah it’s very basic 3D ,the effect is complex not the scene itself. Besides, I’ve done 2D art in the last 10 years or so not 3D, the last 3D stuff I did was making Unreal Tournament 3 maps in UE.
Sounds exactly like what an nvidia shill would say. Enjoy your garbage indie games!
So in other words you didn’t understand the sentence, clearly because your response makes no sense.
What an idiot you must feel so special to be in the 1/5 crowd go back to your outdated architecture.
And if you even had the slightest clue you would know that Amd is BIG on indie gaming. Amd host gaming events just for indie gaming so next time at least get a clue.
Who claimed it was hard to set up? It very clearly says that it’s meant to demonstrate the technique in question, not that it’s a marvel of ingenuity.
UE4 Demos are far better than this…
Light bounces are pretty narrow but intense. Not on the artist though, blame the engine. 😛
It’s actually not the same thing at all. In archviz demos with UE4, the lighting is baked via a lightmap, which can be generated in hours. Here the GI is real time. Nothing is baked.
I know. It’s basically a disadvantage of CE for not having static lighting NOR a good GI for dynamic lighting. I’d say the CE SVOTI is far better than the current WIP G.I systems in UE4 BUT at least there’d be a good G.I added to UE4 down the line and with static lighting option being there it’s a waste of time to do viz scenes in CE.
Doing archviz with this kind of tech is not the most suitable indeed, but I wanted to push the system as far as possible. Archviz demands precision, but for an early version of the system, I think it’s pretty good.
It’s nicely done indeed. 🙂
club4ghz quality !
🙂
Guys, the point of this demo isn’t that it’s just another room scene. All that lighting is being generated IN REAL TIME. There are two bounces of global illumination happening every frame. We’re finally getting true real-time global illumination at playable speeds. That’s AWESOME.
yep.
Still need to wait a while before we see implementation in games. Actually, you can kind of forget about it in multiplats. You’ll see some form of it in console first party exclusives.
Crossing my fingers for Star Citizen, but that’s likely going to take a long time. One of the devs said it was just not practical right now to fully implement.
Never gets old.
We had this in the UE4 demo, Epic just removed SVOTI and I’d prefer to see something more impressive than a static room.
Epic removed SVOTI about a year before UE4 dropped because it was, apparently, horrendously buggy and it was clear that contemporary systems were not going to be anywhere near fast enough to run it properly.
CE3.8, along with the VXGI branches of UE4 (oh, and Tesseract, to an extent) are the first engines where this stuff has actually been implemented.
I personally find that pretty exciting.
The version 0.5.0 is live.
Pretty awesome, Would love to see a full house demo.
It’s cool, but those faked and static mirror reflections are ugly.
There should be possibility of grabbing those lamps and items and throwing them. That would really show the power of SVOGI!
Shame that none of these interior demos (and especially this one, without pre-baked lighting) have this feature.