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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.
62,323 просмотров • 1 месяц назад •via X (Twitter)
Комментарии: 13

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.

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 :>

What the heck is a froxel

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.

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.

omg that's pretty hello btw :)

Heeey :3 Thanks!

Dang

Well that's nice!

fable killing it 😎🫣

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?

Frostbite engine !!!!

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
