I noticed my scene captures/render targets still use the raster methods so they look different from everything else. Is there a reason for this or is this just an oversight?
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Scene captures and ray tracing?
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It's not an oversight, raster is just plain faster for scene captures. And you can already re-do scene capture like stuff in realtime, several games shipped this gen doing that. Spiderman among them, instead of saving their cubemaps they actually just render them as you get close enough. There was even an entire level in Call of Duty (Infinite Warfare?) that used a bunch of realtime captures for dynamic GI.
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Originally posted by Frenetic Pony View PostIt's not an oversight, raster is just plain faster for scene captures. And you can already re-do scene capture like stuff in realtime, several games shipped this gen doing that. Spiderman among them, instead of saving their cubemaps they actually just render them as you get close enough. There was even an entire level in Call of Duty (Infinite Warfare?) that used a bunch of realtime captures for dynamic GI.
Since DXR itself is a new feature DXR for scene captures may not be the highest priority but it would still be interesting to see if it's planned or not.
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Originally posted by cyaoeu View Post
To be clear what I wanted to know is if DXR for scene captures (2d and cube) is a planned feature or not. Speed is not important, if needed I would even pause the game for a few frames if denoising needed it before saving the render targets to disk.
Since DXR itself is a new feature DXR for scene captures may not be the highest priority but it would still be interesting to see if it's planned or not.
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Originally posted by Frenetic Pony View Post
Probably no, because, again, why would it be? There's zero need for it, it wouldn't do anything scene capture doesn't do today, and it would just do it slower. There no benefit whatsoever to this.
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