Now THIS is neat. Isn't Doom Eternal supposed to be roughly the same engine that the new TES games would use? I really would have figured they'd want deferred, given how many independent phys-objects/etc that TES games tend to have. Has there been a sea change in that thinking?https://twitter.com/simonschreibt/status/1242112530757103618 …
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W odpowiedzi do @CypherSignal
So (without reading the paper, if this is too dense a question just tell me / no worries), basically they're exploiting the increased instruction counts to push the per-object light limit beyond any reasonable per-object count of influencing lights, so sure, forward shaded again?
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W odpowiedzi do @glassbottommeg @CypherSignal
Like I can see on the outside where that would still break down, but for any reasonable TES or Doom game, you can probably at least count the number of lights that matter per object on both hands, easily. Especially with an approximated ambient-light method added on to the end.
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W odpowiedzi do @CypherSignal
I was still operating under the assumption that for-loops get unrolled, so realistically it's just a question of X instruction count multiplied Y times. Hence, main diff is just radically increased count max. Have they gotten smarter about that too, then?
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W odpowiedzi do @glassbottommeg @CypherSignal
I'm guessing they're doing actual-branching now too, and that's probably also helping here a ton?
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Branching isn't too bad if the branches don't diverge in the same pixel group. Looks like to me from the debug group they're basically ensuring that, hence the debug view showing blocks of increasing light influences, not pixels? Just a thought
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