2 ms·
Feels to me like: https://www.gdcvault.com/play/1026182/ https://www.gdcvault.com/play/1026182/ (which Nvidia has wrapped up in their RTXGI library: https://dev
by pistachiopro 6y ago
Feels to me like: https://www.gdcvault.com/play/1026182/ https://www.gdcvault.com/play/1026182/ (which Nvidia has wrapped up in their RTXGI library: https://developer.nvidia.com/rtxgi https://developer.nvidia.com/rtxgi). The idea is to supplement basic irradiance probes with moment shadow maps, so you can efficiently calculate how much each pixel should be affected by each probe. This greatly reduces the light bleeding problem, which is the biggest downfall of irradiance probes. Nvidia uses raytracing to update some percentage of the probes each frame, and I wouldn't be surprised if UE5 does, too (despite the Euro Gamer article). That said, their geometry solution is likely more amenable to random access than traditional rasterization, so that may make raytracing for probes and probe shadow maps unnecessary. Also, judging by when the player character puts her hand on the door, it looks like there's a bit of screen space GI going on, as well.