@OverJumpRally Baked lighting time scales linearly with the amount of workers doing the baking, so throwing N times more computing power at the task literally solves this issue. With AAA budgets buying 50 more PCs won't make a dent in spending.
A bigger issue is submitting all this data quckly.
@StasisGame Most likely that's because the graphics are "user-facing", while internal systems are completely opaque to the players.
At the same time, gameplay systems are harder to optimize, as their performance issues usually come from design/architecture flaws + bandaid fixes
@V3nti1at0r Epic literally has a special fork specifically for Fortnite and an unlimited budget to make it run well. If something in the engine needs to be changed for that, it will be changed.
UE5 that regular developers use doesn't have those lower level changes and receives features later
@WillFaucherVFX TSR is borderline unusable compared to DLSS.
Is it lower quality than any vendor-specific alternative while being resource intensive. Hard to name any advantages tbh, even TAA seem to be a better deal
@skx_doom I think it is important to offer developers more rendering setup options than just baked lighting or Lumen and noise. And your LPV work offers an alternative, which will work for some projects and will fit their art style π
@TheWireWhiz@RobertJALA Study game tech going from oldest generations to the newer ones. Develop for weakest hardware possible (old phones, VR devices) - this will force constraints on you to optimize and look for examples of solutions already invented.
@estxkid Absolutely ridiculous for an elementary school in such a small town, considering half a million people in Tallinn have to do with old soviet schools still, even if renovated ones.