Number of Lights
Members - Reputation: 322
Posted 08 July 2014 - 03:03 PM
I read the below thread:
What is a realistic limit for number of lights in D3D9 condidering the size of the constant buffers and the shader size?
And in D3D10?
Members - Reputation: 2663
Posted 08 July 2014 - 04:32 PM
It depends on how much information you have per light.
There are the resource limits for directx 10. Of course, those values are the minimum. Some hardware will go higher.
If you are using forward rendering, you can in theory have an infinite number of lights by using multiple passes.
If you are using deferred rendering, something I would recommend if you plan on having lots of small point lights, then you can easily render many point lights.
Edited by HappyCoder, 08 July 2014 - 04:33 PM.
Crossbones+ - Reputation: 2509
Posted 08 July 2014 - 08:12 PM
Should this help a bit?
Crossbones+ - Reputation: 4977
Posted 08 July 2014 - 09:44 PM
As others have pointed out, you can always break such limits with a different approach: Using textures (on DX10+ transparently using typed or structured buffers) or multiple render passes.
Members - Reputation: 1612
Posted 11 July 2014 - 03:02 PM
You might wanna check this out too:
Crossbones+ - Reputation: 7971
Posted 11 July 2014 - 05:16 PM
It also depends on how many of those lights you want to have casting shadows.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.