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New lighting tech in BAD Game (code name). 100% real time and runs at 240Hz 4K on my RTX 4090. 8x faster than my initial 16x SDF-ray per pixel proto. 1 ray per pixel and a new 6x6 bilateral filter (shared between SSAO and SDF rays). Starting to look... show more
18,646 views • 11 days ago •via X (Twitter)
23 Comments

There's no temporal accumulation and no upscaling. I didn't want ghosting and blurriness and didn't want to manage/calculate motion vectors for so many enemies. Just pure native 4K 240Hz. No tricks.

Considering adding changing time of day (ToD) since there's nothing stopping me. Everything is real-time. Could start from the day when there's less enemies -> sunset -> night when the boss arrives. Boss video coming soon. It's SUPER hard.

The lighting and shading is amazing. One thing from a color grading point of view, some scenes feel too flat and much too warm. Some auto-exposure would be nice and bring up mid tones especially green and blue, in my opinion

One ray per pixel and the shadows still look honest. Most engines need a small nuclear plant and still look like 2019. Efficiency is the real flex.

It’s actually one cone per pixel. Similar trick as soft shadow cones. Result is between [0,1] instead of binary hit/not. Much better.

The fun is coming through, must feel good to be free.

Lighting made this game proto look light years better. I guess it is still extremely lightweight and would run 1080p 60 Hz on a potato = any modern laptop, including non-gaming laptops. I think much more games should better optimized instead of the "you need RTX 5090 to run diz"

Target is 120Hz 1080p native on my ROG Ally. It has Zen 4 iGPU with 12CUs.

It looks like you need to add a little bit of fake air movement, so you can still move forwards when falling. There's a bit around the 40 second mark where you wanted to land on one of the floors but you dropped straight down.

I actually have it, but that building has too low ceilings. Very hard to jump to it. Barely can walk inside. Need to fix the building.

VR VR

how did you achieve such a speed boost from the initial prototype?

Great Progress. It may be worth finding a game mechanic that actually requires the sdf property of this engine. Starting to look like any polygon engine. Maybe baddies that melt and their metablob like liquid fills the map, have to build up to escape it, just an idea ;)

Yeah. I have two path. Either implement full GPGPU particle/fluid physics solver like I did for Claybook or keep the destruction simpler and make it multiplayer. GPGPU physics means that every character can leave footprints too. Fluids, lava, etc. Impossible to synchronize in MP.

id say that both arent really gameplay choices that are engine specific. just balance whats fun for you and fun for the player with a simple gameplay idea that utilises something only sdf's bring. the multiplayer hook is people bringing their own game, an idea is intended "game"

What are you using to "model" all of the game assets? Some kinda SDF editor?

can we get RTAO?

Looks like Serious Sam 🤯!

What effects have you enabled/disabled to be able ti hit 240hz in 4k?

It's a custom deferred rendering pipeline with penumbra widening soft shadows and sky occlusion ray-trace. Local lights are binned in 16x16 tiles. It's all compute shaders except the G-buffer pass, which is done using mesh shaders. One mesh shader draws all enemies.

Impressive! what about screenspace effects?

SSAO only.

Nice! What’s your gbuffer layout?
