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Another Unreal Engine 3 question

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Does UE3.0 uses the multipass rendering for shadows? Like rendering the whole scene n times as n the number of lights? Is it using all that pixel shaders and that amount of polygons more than once each frame? I think even with Geforce6 Ultra that is impossible... so what Epic Game''s guys did?

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I imagine that lights not requiring a shadow would be done in a single pass on 3.0 model PS''s, but ones that do have a shadow would have to require a seperate render pass for each light, due to seperate cubemap lookups (and generations!) being necessary.

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