• Sir Cryalot
    #3743
    Ottvan kettészedve a kettő,
    hogy

    direct lighting - realtime
    vs.
    indirect lighting - pre-bake ( ez jönne GI-ből)

    SPOILER! Kattints ide a szöveg elolvasásához!

    Our lighting approach is a mix of real-time approximations and pre-computed components. For the indirect lighting, idTech 6 uses pre-baked indirect lighting for static geometry, mixed with an irradiance volumes approximation for dynamics. For indirect specular bounce we used an image based lighting approach.
    https://80.lv/articles/doom-the-secret-of-60-fps/