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Anon turns on raytracing (sh.itjust.works)
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[-] sp3ctr4l@lemmy.dbzer0.com 6 points 1 day ago* (last edited 1 day ago)

But you can bake additive environment lighting as well.

You can even bake additive lighting in layers, at least for things like street lamps, like coming out of a window onto a street, mostly static objects that can be turned on/off or broken...

And then just only use truly dynamic lighting for... people with lamps, flashlights, cars, truly dynamic stuff.

But that takes time, attention to detail, good map/level design, a bit of extra logic to handle everything... and the AAA paradigm is crank out flashy bullshit that runs like ass... unless you check out our marketing partner's newest GPU!

Not everything, but most advanced dynamic lighting stuff that people associate with RT... can be done in an optimized way, leaving only a few elements to be truly fully, dynamically, brute force rendered every scene.

But, its about 95% easier for a game dev to (or management to tell them to) just let the game engine they paid for a liscense to (almost always UE) to handle it via assuming the end user has a GPU that costs as much as an entire PC 2 years ago.

Long, long gone are the days where game studios were largely defined by having their own engine, tailored to work optimally with the kinds of games they make.

Nearly no AAA game studios bother to make engines these days, nearly none of them have competent enough coders to actually make one... thats all subcontracted out now.

this post was submitted on 23 Jun 2025
726 points (97.9% liked)

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