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??
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.
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?