Hello, Habr! I present to your attention a translation of the article "The Bright Side of Ray-Traced Global Illumination in Unity" by Rubén Torres Bonet.
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Baked GI, Screen-space Raster GI Screen-Space Ray-traced GI. ?
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(Baked GI).
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. (Screen-Space Ray-traced GI).
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: AMD Ryzen 2700X
: TITAN RTX beefy edition
: 3000 ,
: HDRP
: Unity 2020.2.0b7 + HDRP 10.0.1
Full HD:
Baked GI: 27,64 .
GI + SSGI ( ): 28,19 .
Baked GI + SSGI ( ): 30,36 .
Baked GI + SSGI ( ): 32,96 .
Baked GI + SSGI ( - ): 32,07 .
Baked GI + SSGI ( - ): 32,88 .
Baked GI + SSGI ( - ): 34,81 .
Baked GI + SSGI ( ): 107,91 . 4K:
Baked GI: 106,21 .
Baked GI + SSGI ( ): 114,56
Baked GI + SSGI ( - ): 119,77 .
Baked GI + SSGI ( ): 421 .
Baked, .
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Based on the results of an empirical comparison, we have two conclusions - we are not ready to use Screen-Space Ray-traced GI in 4K, but we can easily apply this option at 1080p. In the end, the only reason to abandon Screen-Space Ray-traced GI is performance degradation. I see no other reason to sacrifice realistic lighting. It is realism that gives a strong emotional effect, allows you to immerse yourself in the scene, make the viewer subconsciously believe in what is happening and generate maximum impact at the exit.