I'm looking at implementing a form of large-scale occlusion, similar to ENB skylighting.
The original presentations which used this technique, render the depth maps offline.
To render offline would make the effect have almost no cost to performance, otherwise I need the basically render the game twice.
I don't know if it is possible for DynDOLOD to render out depth maps. But if it was possible to render out a depth texture of each cell, which I can then use at runtime. That would be amazing.
Furthermore if the textures had mipmaps, it would be possible to approximate shadows on very distant terrain which would be impossible to do at runtime otherwise.
This is the simplest form of large-scale occlusion for interactive framerates. This is used by Red Dead Redemption 2.
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doodlum
I'm looking at implementing a form of large-scale occlusion, similar to ENB skylighting.
The original presentations which used this technique, render the depth maps offline.
To render offline would make the effect have almost no cost to performance, otherwise I need the basically render the game twice.
I don't know if it is possible for DynDOLOD to render out depth maps. But if it was possible to render out a depth texture of each cell, which I can then use at runtime. That would be amazing.
Furthermore if the textures had mipmaps, it would be possible to approximate shadows on very distant terrain which would be impossible to do at runtime otherwise.
This is the simplest form of large-scale occlusion for interactive framerates. This is used by Red Dead Redemption 2.
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