News A note on beta feature "local light sources"

I will love you forever if you present me an XR2 in powder toy, Artlav. ;)
 
This one is 1 light per second for 220 seconds. Again, the majority of the FPS decline takes place in the first few lights.
Are the additional lights having an actual illuminating effect (ie, are only 8 lights doing the illumination)? Are areas of the mesh saturated (perhaps the frame rate drop is not so severe once the vertexes are saturated because there is no point in calculating the effect of the additional light sources on saturated vertexes)?
 
(perhaps the frame rate drop is not so severe once the vertexes are saturated because there is no point in calculating the effect of the additional light sources on saturated vertexes)?
However, lights are technically allowed to have negative intensity, so before you can skip all light source calculations on a saturated vertex, you still need to check them all for negative contributions, by which time the saving may no longer be significant.
 
Are the additional lights having an actual illuminating effect (ie, are only 8 lights doing the illumination)? Are areas of the mesh saturated (perhaps the frame rate drop is not so severe once the vertexes are saturated because there is no point in calculating the effect of the additional light sources on saturated vertexes)?

Yes to both.
 
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