February 26th, 2020
We at the Enlighten team are happy to release a new video in a new series of video covering various topics around global illumination, Enlighten and best implementations to get the best lighting possible for your scene.
February 5th, 2020
The Enlighten global illumination team has released the newest version for Unreal Engine version 4.24 and it is now available for developers and evaluation.
This version integration features fixes of regularly occurring issues. A number of additional features are in production and will be added in patch format or with the next version release.
October 15th, 2019
The Enlighten global illumination team has released the newest version for Unreal Engine version 4.23 and it is now available for developers and evaluation.
Being a minor upgrade compared to the preceding 4.22 update the Enlighten team has prioritized a speedy working release for this version without the inclusion of any new features at this point.
August 5h, 2019
Originally developed in Cambridge, England by the brilliant engineers of Geomerics, in 2017 Enlighten made a big move to a new home at Silicon Studio Corporation in Tokyo..
July 4th, 2019
Modern engines like Unreal Engine are now transitioning away from traditional inefficient methods of drawing meshes on the CPU. This addresses a major bottleneck which has long caused headaches for teams who work with massive worlds. Moving mesh drawing closer to the GPU also opens up many exciting options including real-time ray-tracing.
June 13th, 2019
Korea, the home of K-pop and e-sports, and food that makes some of our staff never want to leave. Gaming is everywhere in Korea, just look around. Flip through the channels on a TV and you’ll be amazed by how many programs are people playing or talking about games.
June 6th, 2019
China is a huge market that is ever expanding, with a large number of veteran developers and new studios who have begun to bring their products to a bigger global audience. Developers from all over the world flock to bring their games to the insanely huge number of mobile and pc players.
June 6th, 2019
What’s been up with the Enlighten team and where have we been? Hard at work supporting clients, developing updates, new features and making sure we meet the standards of next gen tech.
March 22nd, 2019
Physically-based rendering has been around in the games industry for several years now, but mostly within the realm of materials. The general goal has been to create materials that react realistically in all lighting situations rather than relying on arbitrary values or adjustments to work in one predetermined light condition.
December 20th, 2018
This article from 80.lv explores the technical implementation of Enlighten into Konami’s Fox Engine through an interview with the development team, and how it helped to bring new life in to the game.
April 6th, 2018
In large game worlds containing many complex meshes, significant scalability and authoring challenges are posed by the traditional methods of sampling diffuse indirect lighting from lightmaps and probes. This talk explains how Enlighten's per-pixel volume lighting addresses the traditional limitations while maintaining quality and cost which compares favorably with lightmaps.
January 18th, 2017
Since the dawn of 3D graphics – and even as far back as text-based adventure games – immersion has been at the forefront of game development. How can we create more immersive entertainment experiences? Ones that will grab the attention of consumers to keep them coming back for more.
July 20th, 2016
Physically-based rendering (PBR) is increasing in popularity and with its vast range of benefits, it is no wonder why. Artists can now remove the guesswork around authoring surface attributes and set up a material once, then reuse it throughout game development, freeing up more time to focus on the more creative aspects of asset creation.
April 21st, 2016
The Seastack Bay showcase was built in Unreal Engine 4 with Enlighten for the PC and PS4. This was a collaborative project between Geomerics, an ARM company, and Ninja Theory, the developer of Hellblade, who provided environment and character assets.
March 15th, 2016
Geomerics launched a new generation of technology that, we hope, will inspire developers of open world games to make lighting central to the experience. We have created a new set of technology which makes dynamic lighting effects, such as time of day, possible in open world games. The performance cost of global illumination updates in large scenes has been cut in half; with this extra performance studios are able to either include more dynamic lighting effects, improve quality or increase the map size.
October 24th, 2015
Good lighting can make or break the image and the hard work gone into the assets on-screen. The idea of focusing on lighting as a separate field is still quite new within content creation for games, and if we look…
October 18th, 2015
In this video tutorial, our technical artist Ivan Pedersen shows game development artists how real-time global illumination makes it easy to play with the mood of a scene by using simple lighting effects to create great emotional impact. It highlights and utilises the…
March 3rd, 2015
This short post is about our latest demo called ‘Subway’ which shows Enlighten running in a full level using dynamic lighting and quite a few features of the Enlighten SDK including the ability to dynamically destroy parts of the level to let light pass through and keep the indirect lighting consistent.
December 3rd, 2014
Enlighten and UE4 enable new ways of interacting with lights which were previously impossible without breaking the believability provided by the indirect lighting. The focus of this post is dynamic lighting and gameplay.