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CoolSource SDK: Dynamic Lighting

All lighting in the game is now rendered using deferred shading. For testing purposes, I forced specular lighting on all surfaces and made All spot lights in the map have shadows. For better visuals you will have to recompile the map using new VRAD, which will both activate shadows on spot lights and compile only radiosity/light bounce from the light source without contributing the direct lighting into the lightmap I asked a bunch of people to test out performance on this map, here are the results: GTX 1050 - 170 FPS GTX 750 - 100 FPS Vega 8 - 55 FPS R5 M330 - 15 FPS (unplugged); 22 FPS (plugged)

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год назад
12+
14 просмотров
год назад

All lighting in the game is now rendered using deferred shading. For testing purposes, I forced specular lighting on all surfaces and made All spot lights in the map have shadows. For better visuals you will have to recompile the map using new VRAD, which will both activate shadows on spot lights and compile only radiosity/light bounce from the light source without contributing the direct lighting into the lightmap I asked a bunch of people to test out performance on this map, here are the results: GTX 1050 - 170 FPS GTX 750 - 100 FPS Vega 8 - 55 FPS R5 M330 - 15 FPS (unplugged); 22 FPS (plugged)

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