Lumen GI and Reflections feedback thread

hmmhmm. too computationaly expensive. the bvh has to be rebuild for every deforming instance, so you can raytrace the volume accurately. you cannot trace randomly deformed geometry against the static bvh.

not sure how skinned characters are handled, right now. probably output bvh data in the skin compute shader. the bounding box could move. you need a static world position for the raytracing triangles.