Rendering Millions of Dynamic Lights in Real-Time

Here’s another example of ReSTIR in action:

https://www.youtube.com/watch?v=NgcYLIvlp_k

Can current games have three point light setups (or any other setup) with area lighting/shadows? No. It’s that simple.

You assume, wrongly, again, that millions of shadow casting lights = millions of shadow casting discreete point lights. Area/emissive lights are approximated by using thousands/millions of lights.

The problem here is that you’re attacking tech that you don’t even understand what it does. Allow me to help you with that:

https://www.youtube.com/watch?v=QWsfohf0Bqk

(This one includes shadowed christmas lights)

https://www.youtube.com/watch?v=56tkm95gfFI

So? Nobody is arguing against that.

Wrap lambert is only fine when you’re dealing with PS2-level graphics and you don’t care about shadows. In ray tracing renderers you can just add emissive lights wherever you want to and make them invisible to the camera. No need to break your BRDF. This tech allows for this.

All of that is done in CGI films.

No, the hard shadows in Horizon are a technical limitation through and through. Zillions of shadow casting lights = natural looking area/emissive/indirect shadows.

This is not the 90’s. PBR is the law of the land and realistic lighting is a must to make the best of it. Game assets and materials are up to the quality of CGI films but rasterized lighting holds them back, massively.

So I just skimmed the thread, but regardless let me add that if you need million lights to make your scene look good you’re doing it wrong.

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And now Unreal has RTXDI for all GPU’s. I hope Unity will look into implementing this into their engine since one of their researchers has already worked on this tech SIX years ago.

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Please, please no.

That is objectively bad tech. It is purely reliant on TAA and according to those who have dipped into the source code, relies on 12 history frames worth of data to get something that’s ‘just’ usable. That’s why in the demo they didn’t move fast at any point, it would turn into a smear-fest. We don’t need to suddenly add noisy shadows into our games because artists don’t want to learn simple shadow/light optimisation.

It’s called having options, that’s the whole point of HDRP, enabling options for people who want higher graphical features. Lol who say’s please no to someone asking for an option feature that would benefit developers, no matter if it requires TAA or not.

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Then implement it yourself.

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Even if it were to be only useful for slow cam movement, there are games like that and especially for cutscenes that’s typical.

Of course it’s a valid question whether that should be where Unity should focus on first.