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I've done a more polished version of this test area for raytraced dynamic lights, with the ceiling and floor textures scaled at 50% to increase the lightmap resolution by 400% (2 x 2 times), and thanks to the pseudo-deviance, the result was very smooth.

The current version of the EricW's BSP and Light compilers already supports generating higher-res lightmaps without scaling the textures, but they're not a good solution for Retroquad.

A good solution is to implement it by selectively scaling down the textures on the desired surfaces, compiling the map as usual, and then marking those surfaces for overriding the texture scale back to 100% (or another custom value) while keeping the lightmap scale as is.

The only thing I need to think about is how to mark such textures. The approach I'm envisioning for texture crossfading isn't user-friendly enough for this, there must be a more user-friendly way.

While higher-res lightmaps are slower to render on everything at once, minimizing their performance impact by only applying them on very specific surfaces is acceptable.

Files

Raytraced dynamic lighting test, 2024-06-24

Running in the Retroquad game engine, version 0.21.10: https://www.patreon.com/mankrip Hardware: CPU AMD Ryzen 5 PRO 3350G 3.6Ghz 4MB Cache AM4 Motherboard Biostar A320MH DDR4 RAM 16GB 2666MHz DDR4 SSD 256GB Sata 6GB/s

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