This topic could maybe benefit from an update with state of lighting/GI solutions in currently wide-spread game engines. My two cents
Generally, solutions that aim to show scene light distribution/GI can be separated into:
- precomputed or 'baked': these solutions precompute the light distribution in the scene and any lights or geometry added after it will not affect scene light distribution. Example (notice that you can perfectly well program interactive actions such as changing colors of walls, but scene light distribution will not change accordingly):
Best quality / low cost > VR ready / no dynamic changes in light distribution.
- precomputed real-time: this is the term used to describe solutions that precompute relations between scene parts and then use this data in realtime to change light distribution if, for example, one big surface changes color and starts to bounce back more light or a new light is added to the scene. Changing the geometry is not possible in runtime as relations between parts (visibility, weight factors) are precomputed. Example (notice how bounced light behind the sofa changes as it's color is changed at 0:23 or a Day&Night cycle at 2:34):
Unity Interactive Scene
Good quality / high cost > VR ready at least GTX970 / dynamic changes supported besides moving geometry (you can perfectly well move geometry in runtime of course, but light dist. will not change accordingly).
- fully real-time: solutions that support all changes on the scene in runtime and reflect those changes in light distribution: changed geometry (height of walls, wider window, moved sofa), materials (floor is now from dark wood so reflects less light) and lights (adding new ones, changing current ones). Example (Unity's SEGI Beta solution, Unreal's VXGI development branch):
and previously linked VXGI example videos
Good quality / very high cost > Unity SEGI Beta used in successful VR tests, not sure about VXGI / all dynamic runtime changes are reflected in scene light distribution
State per game engine:
- Unreal: release version contains precomputed solution 'Lightmass', separate development branch has fully realtime NVidia's 'VXGI'
- Unity: release version comes with licensed third party solution 'Enlighten' that offers both precomputed and precomputed real-time functionality. Also, an independent developer has created a fully real-time solution for Unity: Sonic Ether's SEGI Beta on Asset Store
Above linked example video with SEGI Beta.
- CryEngine: has a fully real-time solution, not sure about other solutions
- Stingray: has a precomputed solution, not sure about other solutions