| I spend a lot of time doing lighting TD work using non-realtime renderers. Every one of those examples is pretty good for realtime, but also looks soooo wrong! its not anywhere near the same quality as a proper raytracer! -Thats not what an ao pass should look like. But you shouldnt even need ao if your GI/shadows look good - Gi should have detail to it, every realtime example is sooooo blurry -The screen space reflections sometimeslook ok but really depends on your scene, you get all sorts of reflections in the wrong place. -Yucky DOF without the nice bokeh on highlights and all those edge problems you get with a z-space blur. The beauty of raytracing with a unified sampler is it makes the algorithm for each of these features you listed incredibly simple and it mixes distributes CPU/GPU time to whats important depending on that part of the image. scene with lots of motion blur- more primary samples, less samples to gi/shadows/reflections - automatically based on how much gi/shadows you see scene with lots of gi - more samples in gi, less for reflections etc - automatically You can have a complex scene with reflections/gi everywhere, and then turn a heavy DOF on and get faster frame times. |