Can raytraced shadows and AO be “slowed down” enough to work with VR?
There’s a few generic GPU implementations of voxel traced GI under development for Unity, and those demos show all shadows moving in “slow motion” compared to the objects and lights in order to not stress the GPU to pieces. Can that be done here as well to make it smooth in VR?
Does polygon count impact dxr shadows or is it pretty much a flat bump in render time per light or scene size?