Seamless Portals

@redbox Thanks for the links!
I’d seen the forum thread, but not read in detail - contains info I was not aware of.
The answerhub thread I’ve also seen before, but it seems to be a “dead end” broken doc search link - but even doing a fresh search for stencil buffer in the docs yeilds no results?

I’ve also got some interest in raytraced portals, but it really seems like an RTX (or similar hardware) required feature to run with reasonable performance.
Right after the nvidia drivers that allowed my 1080ti to do RT, I had a quick go at setting up two reflective surfaces, and standing a character (mannequin) between them…

Default bounce limit is 1 - and performance is not great, default response to exceeding the bounce limit is to render “black”
Turning up the bounce limit quickly brought my system to its knees.
Though it did look nice, aside from the black square in the distance, which could perhaps be fixed by something along the lines of using pixels from the last frames image…

I suspect on RT hardware, rendering at 1080p with DLSS up to 4k, this may be much more practical - still unsure about how perf would be with recursion, I’d hope it can be better than the raster method.

though you raise a good point, I’d hardly considerd it could be problematic to transform rays through a portal instead of a simple reflection, would still expect it to be easier than fiddling around with captures and buffers though.