There's a lot to unpack here... Starting with the game engine. Its linage goes all the way back to the first game in the series. The engine's evolution has been influenced by a variety of factors but the niche focus of the games has a lot to do with why the internal systems are the way they are. Over the course of it's…
I apologize in advance as this will be lengthy, please note that my goal is to help you get a better understanding on where you could improve and how. I'm going to break it down first as what areas need work and then go into detail exactly why these things are bad or good -Highpoly/anatomy -Lowpoly -UVs -Texture HIGHPOLY…
Ok so there are a couple of things: - Ray tracing in realtime uses heavy denoising on some passes, because otherwise it would require hundreds of samples which would cause 1 fps or less instantly. Global illumination is the most critical one here. Cast shadows only needs a lot of samples when the penumbra is large, and…