Thanks for the reply!
The important takeaway is that whatever your current light build time is, the result will be 10x faster on your hardware, accounting for some overhead that doesn’t get sped up.
Some additional info if you are interested:
-
The project is currently based off of the unofficial GPULightmass from a few years back (luoshuangs) and supports all features supported by it, right now.
-
In principle it could support CPU Lightmass but I didn’t go that route since generating the training data would’ve taken a lot longer. The changes to do so wouldn’t take long.
-
This scene takes a long time to render because the lightmaps are huge. The density is red on every object. Once again, the multiplier between renders is the benefit that is offered.