![]() So the current popular tech for realtime shadows scales *extremely* poorly, to where we're at a point that games are casting shadows using specially made low-poly impostor/LOD geometry and stuff like that just to squeeze out the frames to add more lights in. ![]() ![]() BUT, with much higher polygon counts adding a shadow-casting light to the scene is a significant consideration given that it means rendering *at least* the geometry and depth map of the scene once over from the perspective of each light that you want to cast a shadow. So in Q2 RTX we've got a massive amount of light sources being rendered at a time that *all* cast shadows, there's rooms with upwards of like 20-30 light sources in them, not even getting into the light that's emitted from textures, realtime GI and other stuff that is impossible to do without RT implementation.Īnyway, with Quake 2 being a low geometry game this isn't super impressive, you could do this with shadow maps and render all those shadow-casting lights at a decent quality without dropping the framerate too low, Q2 scenes are completely trivial for modern GPUs to render. Got a general question + few thoughts on ray tracing.
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