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Implement caching in SDFGI to avoid stuttering when the camera is moving #3024
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SDFGI is planned to get a rework after 4.0 is released, but I don't know if caching is part of the plan. There are various caveats associated with caching that would make it less general-purpose, so finding other ways to speed up SDFGI should be investigated first. |
the number 1 priority with speeding up SDFGI is speeding up Cascade jumping in some way, as it is the slowdowns caused by that that can give a bad experience, aside from that it runs fairly well even on a decade low end system (30-60 fps range on lower settings on a decade old 50 series, or a comparable mid range modern APU) |
If the rework of SDFGI/VoxelGI is combining the two like is mentioned in #6352 then use case 1 may already be fulfilled by VoxelGI. As far as uses 2 and 3 I think that if your idea of using extra frame time to cache lower cascades before their visible is awesome! I do wonder how A something like that might interact with other systems that can make use of spare frame time when its available. |
Could this issue be closed, since SDFGI gets replaced with HDDAGI? |
godotengine/godot#86267 hasn't been merged yet, but this proposal can be closed once it's merged. |
Describe the project you are working on
a Somewhat Open-World style map
Describe the problem or limitation you are having in your project
SDFGI Cascade switching is very slow, and weaker hardware cannot do it real time.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Allow for SDF Cascades to be cached. There are several different ways this could be done, and multiple of those at the same time..
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
for 1) it'd be something like Voxel GI to set the areas, and then bake... for the rest... it's fairly self explanatory, and needs more technical knowhow to get a good diagram of what's going on.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
SDFGI is core
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