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Virtual shadowmap #681
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@Try, Does this mean OpenGothic will work on weaker graphics cards ? |
@YALdysse by 'weaker' graphics card you mean weaker than what?) |
OpenGothic consumes an average of 95% of my graphics card - |
Unfortunately, we are not talking about stable 60 FPS, but I can play. |
OK, I would like to avoid setting any expectations, as virtual-shadow is pretty-much experimental tech.
With Vega there are 2 major issues:
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Some numbers [RTX3070]: Protective shadowmap (current solution):
Virtual shadow
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Even with large pages look is not good:
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Testing is now enabled by command line: |
some data on culling:
About 23% reduction in meshlet count. Now runtime is about 1ms for rendering.
Amount of meshlets for protective shadow-map. So we still using about 4x meshlets, relative to projective sm |
Some frame case-study on draw-amount. projectiveSM: 8.7k Now breakdown per clipmap:
Fog adds roughly another 5k to mip5 (and a bit to others) |
fog is back to reasonable timings: |
In general, I'm looking for a new, more sophisticated, solution to replace projective shadowmap.
Goals
Progress
Known solutions
Not a lot actually...
nanite (page 119): https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
assassins creed (page 55): https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
https://ktstephano.github.io/rendering/stratusgfx/svsm
https://www.cse.chalmers.se/~uffe/ClusteredWithShadows.pdf
https://www.gamedevs.org/uploads/efficient-shadows-from-many-lights.pdf
not vsm, but close enough in concept:
http://lukaskalbertodt.github.io/2023/11/18/tiled-soft-shadow-volumes.html
Very first WIP
Some page-data to illustrate
Initial implementation
Decide to start with common parameters for now:
Current considerations:
1.1 Coarse culling not possible - need to output exact
pageId
, for visible meshlets1.2 Output size is not deterministic and no good way to react to out-of-memory
2.1 Won't be able to use hw-rasterizer to output data (need to use image-atomics + image-less rendering)
2.2 Image-less rendering limited by
maxViewportDimensions = 4k
3.1 Immediate one still requires atomics, and wont be better than render-pass based one
3.2 Tile-base can be an interesting take, but not valid without bindless
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