正在加载视频...

视频加载失败

A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.

63,210 次观看 • 3 个月前 •via X (Twitter)

13 条评论

RED_SIM 的头像
RED_SIM3 个月前

60 FPS was tested on Google Pixel 9 Pro Fold - not the greatest GPU at all. Quest 3 was up to 45-50 FPS based on my test. And I still plan to improve it, so it will most probably be even better. And it's completely back compatible with VRCLV v.2.x.x, but will just ignore froxels.

rinvo 的头像
rinvo3 个月前

Lol if vrc won't update the render pipeline seems like you will, feels closer to deffered than forward rendering at this point, damn impressive :>

StiekemeHenk 的头像
StiekemeHenk3 个月前

What the heck is a froxel

RED_SIM 的头像
RED_SIM3 个月前

Froxels are basically voxels that are aligned with your camera frustum. They usually start dense near the camera and go wider together with the camera FOV.

MeliaVR 的头像
MeliaVR3 个月前

I don't know if to freak out about how optimized this is or to question if normal lights are just *that* bad Either way, ON A PHONE? nuts.

3 Eyed Tiger 的头像
3 Eyed Tiger3 个月前

omg that's pretty hello btw :)

RED_SIM 的头像
RED_SIM3 个月前

Heeey :3 Thanks!

Ghwst 的头像
Ghwst3 个月前

Dang

Jan Orszulik 的头像
Jan Orszulik3 个月前

Well that's nice!

lufz 的头像
lufz3 个月前

fable killing it 😎🫣

Muffton Tuffton 的头像
Muffton Tuffton3 个月前

I will try this for field of view for my cameras. I do large projects where w shave like 100 moving cameras live on my digital twin. How does it handle occlusion and 3D fillers?

Duke 的头像
Duke3 个月前

Frostbite engine !!!!

Mage 的头像
Mage3 个月前

I desperately want something like VRCLightVolumes for Resonite I know it won't come till sometime after the renderer switch but please tell me it's at least something you're aware of @Frooxius

相关视频