Announcement

Collapse
No announcement yet.

Do RTX (raytraced) shadows fade with distance?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Do RTX (raytraced) shadows fade with distance?

    I think I heard someone say in a RTX demo that raytraced shadows had the potential to not fade away with distance (unlike like with shadow maps) and also be less expensive than shadow maps. Is this true??
    Last edited by tapirtoon; 10-08-2019, 04:22 PM.

    #2
    Raytraced shadows don't fade away or lose quality since they're not based on textures. They can be cheaper than Cascaded Shadow Maps since they're not as triangle dependent and don't have to go through filtering/projection to textures(also texture resolution dependent), but you'll have to be doing some massive draw distances with a ton of shadow casting objects to see any performance gains switching between the two.
    Lighting Artist II @ Crystal Dynamics
    ArtStation
    Twitter

    Comment


      #3
      Originally posted by rosegoldslugs View Post
      Raytraced shadows don't fade away or lose quality since they're not based on textures. They can be cheaper than Cascaded Shadow Maps since they're not as triangle dependent and don't have to go through filtering/projection to textures(also texture resolution dependent), but you'll have to be doing some massive draw distances with a ton of shadow casting objects to see any performance gains switching between the two.
      Okay, thanks! I may have to invest in a RTX card then.

      Comment


        #4
        Originally posted by rosegoldslugs View Post
        Raytraced shadows don't fade away or lose quality since they're not based on textures. They can be cheaper than Cascaded Shadow Maps since they're not as triangle dependent and don't have to go through filtering/projection to textures(also texture resolution dependent), but you'll have to be doing some massive draw distances with a ton of shadow casting objects to see any performance gains switching between the two.
        I have a few more questions about this.
        Have RTX shadows ever been used/tested with forward rendering? Is the ray traced transparency the same as order independent transparency?

        Comment

        Working...
        X