Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualAshaman73

Posted 21 February 2013 - 07:41 AM

Calculating cubemaps of the scene, 6 sides, every frame, including most or even all the postprocessing stuff of modern games, is very expensive. Therefor pre-calculated cubemaps (-> often only lightprobes) should be quite common on the current gen. When using cubes maps, the calculation is most likely stretched over multiple frames. There are other ways to calculate refraction/reflection, but the benefit of each technique depends on the engine you have and your goal (a small pond in a jungle or a simple ship on an ocean matters).


#1Ashaman73

Posted 21 February 2013 - 07:39 AM

Calculating cubemaps of the scene, 6 sides, every frame, including most or even all the postprocessing stuff of modern games, is very expensive. Therefor pre-calculated cubemaps (-> often only lightprobes) should be quite common on the current gen. When using cubes maps, the calculation is most likely stretched over multiple frames. There are other ways to calculate refraction/reflection, but the benefit of each technique depends on the engine you have.


PARTNERS