Why bother rendering in polygons at all… You could render pixels directly on the screen… By snapshotting 3d geometry per frame… Fake everything… For ultra realism… Who cares if its accurate??? One frame equals one snapshot… Apply fake post… Done…
I’m pretty sure faking it would be cheaper than realism… And look almost as good… Probably save a huge amount of frames…
And your applying the fake post to the pixels instead of polygons… Massive speedup…
Basically… Apply lighting and effects in 2d rather than 3d…
An algorithm that looks almost real versus an algorithm with massive compute that is realistic is definitely the better approach…
In other words you need to look at photography… And how 2d images appear real… Instead of trying to create things in 3d…
In other words… Snapshot your 3d…which is only data…draw your snapshot on the screen… And apply fake per pixel 2d based realistic lighting and post…
So in other words… 3d lighting and post effects go bye bye… And you do that stuff in 2d per frame…
2d lighting and post… Massive fps speed up versus per poly…
So you could get the shape of an object… And snapshot it… And apply lighting in 2d…
Or if you don’t want to do it that way… Have 2d lighting and post as an option in project settings for people on older cards or who want a massive speedup…
For 2d… All you have to do… Is get the light radius and intensity… And apply that to the snapshot silhoute… Easy peasy… Incredi speedup…
You guys are looking at things in 3d…because that’s the way games have gone… But at the end of the day it’s a 2d image… All you’ve got to do is separate the snapshot… Ito it’s separate parts and apply fake 2d lighting and post… If your doing that in 3d the performance cost is humongous versus doing it in 2d…
And its the same with characters and combat and particles… All of that is just data… All you need to do is correlate the data with the correct pixel and cut out the rendering process…so in other terms… You take the data directly to 2d pixel fake lighting shadows and post… And cut out the rendering stuff… Drawing directly to 2d
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Have it as an option… 3d rendering versus 2d rendering…
I bet if you studied photography a bit you could have the 2d rendering almost as good as 3d rendering…
Doesn’t have to be realistic as long as it looks real… And a simple algorithm for lighting based on 2d scene depth versus realistic per poly lighting and shadows would be an insane speed up…
This would definitely work…
Everyone knows lighting and shadows are the biggest performance cost…
Calculate the lighting based on pixels in 2d versus per poly lighting… Its so obvious…