It's a bit broken of course; needs a denoiser, and likely a shadow cache, as screen-space stuff breaks apart at this scale.
It's a bit broken of course; needs a denoiser, and likely a shadow cache, as screen-space stuff breaks apart at this scale.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.