|
|
|
|
|
by keyle
7 days ago
|
|
It will be interesting to see the first AAA game that uses these methods instead of rendering a 3D world. Even if made from CGI worlds, it would be a very interesting approach and with somewhat predictable performances. Reminds me of Ecstatica [1], a 1994 game that had intense visuals with a very odd/different rendering engine made of 3D ellipsoids; in a way really crude splats in gouraud shading. [1] https://ecstatica.fandom.com/wiki/Ecstatica |
|
1. Gaussian Splats are very expensive to render. They capture a lot of detail which makes them seem cheaper than an equivalent raster render of that quality, but they wouldn't meet real time AAA game performance requirements
2. Gaussian Splats don't have a concrete surface. Want to cast shadows or do physics? It's doable but very tricky. Want to relight them? Also tricky. What is the exact surface point that you want to affect or sample for any particular operation? Deformations also become very difficult to do well.
3. Gaussian Splats are not sharp. You can get sharper with different kernel types or higher density of points, but your costs go up as well.
4. Gaussian splats are awful for any kind of path tracing. You can do it but you go back to the issues above. So mixing and matching traditional content with splats becomes a performance bottleneck.
I don't think you'll see a AAA game use splats for more than something like cinematics in the near term.