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jdolan avatar jdolan commented on September 3, 2024

@SpineyPete good to hear from you! You're right, OQ's were a massive PITA, but I'm happy to report I got them working swimmingly this past weekend.

What I didn't fully understand about them for the longest time is that they're not expensive, they're just slow. Coming up with a way for the client game to submit OQ's that would benefit subsequent frames was clutch. Suddenly we can immediately skip entire misc_dust, misc_flame, misc_light etc.. in addition to surgically culling every static light source and its corresponding shadow. My framerate actually doubled when I finally got this working and wired up, and there are probably still more things that can benefit from additional OQs.

In addition, I came up with GPU-oriented solution for supporting hundreds of lights in the scene without having to hash or sort them on the client side. I introduced a geometry shader that can test if a triangle intersects an AABB, and I use this to identify the eligible light sources for every primitive. This way, each fragment is only looking at < 8 light sources, while the scene supports 256 of them.

All in all, my framerate with full shadowmapping is actually higher now than it was in the develop branch a month ago 😂 Pretty crazy. If you have a chance to check it out, please let me know what you think. And I'm glad you're still lurking 😊

from quetoo.

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