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Some shadow map optimizations for Wicked Engine, now 16 viewports can be fully utilized for multiple lights' shadow draw calls with instancing. 256 dynamic pointlight shadows in Sponza:

15,162 görüntüleme • 26 gün önce •via X (Twitter)

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János Turánszki profil fotoğrafı
János Turánszki26 gün önce

Now even multiple light types can be fitted into one draw: - directional: multiple cascades - point: up to 6 frustums - spot/rect: 1 frustum Previously the viewport instancing only happened for cascades and point lights, separately. Now all of them are batched.

János Turánszki profil fotoğrafı
János Turánszki26 gün önce

Viewports/cameras are created for visible light frustums while they can fit into the 16 available viewports (graphics API limit). Once 16 viewports are full, the scene is rendered once into all viewports. Instancing is used to select SV_ViewportArrayIndex by VS as before.

János Turánszki profil fotoğrafı
János Turánszki26 gün önce

About 5ms CPU time for shadow render in this scene (depends heavily on culling)

Dark Souls Lighting Engine profil fotoğrafı
Dark Souls Lighting Engine26 gün önce

Nice :) If I understand it , instead of geometry shader you are doing multiple instances and selecting the frustum for eg in Pointlights?

János Turánszki profil fotoğrafı
János Turánszki26 gün önce

Yes, the vertex shader gets the camera/viewport index from the instancing data.

Dark Souls Lighting Engine profil fotoğrafı
Dark Souls Lighting Engine26 gün önce

Thanks for the clarification. Love your work on wicked engine.

Лякуша Йцукен profil fotoğrafı
Лякуша Йцукен26 gün önce

*inspects closer* *gets dabbledazed by disco lights* Yeah that seems wicked enough.

Sergei profil fotoğrafı
Sergei26 gün önce

Does the resolution of these frustums need to match?

János Turánszki profil fotoğrafı
János Turánszki25 gün önce

No, resolution is dynamic for each light, depends on its screen size.

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