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  • Eh, pathtracing is pretty cool, and when used correctly, it can lead to real amazing results, while the artist does not have to care about performance as much. Baked lighting is very nice for static scenes, but it also consumes a lot of storage.

    • Godot's SDFGI seems like a good tradeoff, particularly as it works well on not-super-new GPUs (Juan: "but you can run them great on something old, like an gtx960 or a rx450 and get pretty real-time lighting at 1080").

      It's brilliant.

      • It's not really that dynamic yet though, but I looked at their presentation where they talked about future features and they said that support for dynamic objects will be coming. I'm pretty excited about where its going.

        They originally planned to get the improvements out in 4.1 but it looks like they haven't gotten around to it yet. https://github.com/orgs/godotengine/projects/33/views/1?pane=issue&itemId=12571576

      • Sdfgi is pretty cool, (I develope with Godot), but for now it's still really hard to figure out the right settings for it to not be a gigant splat fest... Cuz it leaves splats of color all around the place. Outside scenes work a lot better though, so that's cool.

    • cyberpunk has a path tracing setting and it gives me even worse performance than ray tracing 😭

      • that's because it's more intensive than Ray Tracing.

      • True, it does tank performance a lot. For that though, you are getting actual realistic lighting, which makes certain scenes look like absolute garbage, since these scenes were designed with the "fake lighting" in mind.

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