Strengths of ray tracing with indirect lighting

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.

— . , , . . — . Unity.

Baked GI, Screen-space Raster GI Screen-Space Ray-traced GI. ?

, , , . . . .

, . . Unity.

, . , . Unity.

(Baked GI).

, , .

, . , , . , (Raster GI). .

. (Screen-Space Ray-traced GI).

, . . Unity. .

  • : 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, . 

. .  , .

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.




All Articles