Open Try opened 2 years ago
First bring up:
RQ is done only for landscape mesh, at deferred lighting pass
Notes: blas/tlas performance is quite inconsistent. Having same landscape geometry at one mesh and as multi-mesh about 4x fps difference: | FPS | Method |
---|---|---|
40.4 | multi-mesh land + objects | |
40 | multi-mesh land | |
200 | objects | |
185 | single-mesh land | |
163 | single-mesh land + obj |
GPU is RTX 3070
This performance change can be explained by: https://developer.nvidia.com/blog/best-practices-using-nvidia-rtx-ray-tracing/ :
Organizing geometries into BLASes
Consider splitting a BLAS when there is a lot of empty space in an instance’s world-space AABB. World-space AABBs are used to test whether a ray potentially hits an instance and traversing its associated BLAS is required. A significant amount of empty space can lead to unnecessary traversal through the BLAS. Geometries that move independently should usually be in their own BLASes. Merging them into a single BLAS can easily lead to an AABB with lots of empty space, and likely lead to unnecessary rebuilding of the BLAS instead of simply changing transformations of the independent instances.
Still annoying; material indexing is gonna be more difficult
New screenshot: indoor case.
Bindless turnout to be non-trivial in many ways, works only on Vulkan backend for now, with texture-array capt at 4096 unique textures. More about Bindless problems: https://github.com/Try/Tempest/issues/36
Metal3: 12fps in mac-air... but at least works
Metal3 bindless:
This ticket is to track ray-query/ray-tracing work
command line:
Gothic2Notr.exe -rt
Issues: