Hello everyone, I finally got around to working on the project again. I decided to base the design on the cyberpunk style. So I playfully integrated some details to see where the journey should go. I also removed some parts and inserted them elsewhere and adjusted the light and textures a bit. I'm happy with the placement…
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…