Do you need to render all the clouds volumetrically in 5ms? I think MS Flight Sim used to render impostors for clouds more than a certain distance away and only update the impostors with low frequency, probably with the frequency depending inversely on the distance. That way they only had to really render a small subset of the clouds at full volumentric detail each frame, and most of the clouds were billboarded sprites on a low duty cycle update schedule. I guess this depends on how fast your lighting changes and how fast you travel through the clouds. For a real-time flight sim, both of these rates are slow.
BarrySkellernMember Since 03 Nov 2006
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