Global illumination
Global illumination is indirect light: light that bounces off surfaces. Hyperion supports several techniques, from fully baked to realtime ray traced.
Options
| What | What it does | Needs HWRT? |
|---|---|---|
| Lightmaps | Baked bounce light for static geometry. See baking. | |
| SSGI | Bounce light worked out from what's on screen. | |
| SSR | Reflections from what's on screen. | |
| HBAO | Soft shadows in corners and crevices. | |
| DDGI | Realtime bounce light from ray-traced probes. | ✓ |
| RT reflections | Ray-traced reflections, including things that are off screen. | ✓ |
These can be combined. A typical setup is baked lightmaps and probes, with SSR and HBAO on top.
Toggles
Each has a console variable. Toggle them from the console; defaults are set in Config/EngineConfig.json:
| CVar | Controls |
|---|---|
| Rendering.LightmapVolumes | Baked lightmaps |
| Rendering.SSGI | SSGI |
| Rendering.SSR | SSR |
| Rendering.HBAO | HBAO |
| Rendering.DDGI | DDGI |
| Rendering.RayTracing.RayTracedReflections | RT reflections |
DDGI and ray-traced reflections also have to be enabled per world, under World Settings in the gear menu.
