I am a little puzzled on performance compared to sampling N random rays per pixel like in the first tutorial of this series (https://mini.gmshaders.com/p/yaazarai-gi).
For example if you have 6 cascades with 4 rays per pixel, isn't that about the same as sampling random 24 rays per pixel in one pass? From my tests sometimes RC runs slower than random sampling when the total ray operations match.
Theres been a lot of development since the article. You can use one less cascade, you can start using more c0 rays (say 6 instead of 4), you can use different scaling factors (2x or 3x angular scaling). There's also HRC which is the pinnacle of 2D GI atm (also on my github page).
RC's performance is tunnable and so is its visual fidelity. The implementation provided here is a showcase from 2yrs ago and wasnt ever entirely meant to be a "shippable product."
I do not provide them. If your understanding of RC is good enough re-writing the shader for your use case should be feasible. These blogs/source are a guide, not a drop in solution as every game will have different requirements and performance targets.
That said I along with many others are willing to help on XorDev's or RC discords.
I am a little puzzled on performance compared to sampling N random rays per pixel like in the first tutorial of this series (https://mini.gmshaders.com/p/yaazarai-gi).
For example if you have 6 cascades with 4 rays per pixel, isn't that about the same as sampling random 24 rays per pixel in one pass? From my tests sometimes RC runs slower than random sampling when the total ray operations match.
Theres been a lot of development since the article. You can use one less cascade, you can start using more c0 rays (say 6 instead of 4), you can use different scaling factors (2x or 3x angular scaling). There's also HRC which is the pinnacle of 2D GI atm (also on my github page).
RC's performance is tunnable and so is its visual fidelity. The implementation provided here is a showcase from 2yrs ago and wasnt ever entirely meant to be a "shippable product."
Where can one find these developments? Will there be an in depth explanation for HRC like this blog post?
I do not provide them. If your understanding of RC is good enough re-writing the shader for your use case should be feasible. These blogs/source are a guide, not a drop in solution as every game will have different requirements and performance targets.
That said I along with many others are willing to help on XorDev's or RC discords.
I have no blog planned for HRC.