This is why I dig tools like Valve's Source 2 baked lighting solution, similar to Bakery RTPreview -
Instead of forcing you to wait for progressively higher-resolution bakes, they just use realtime raytracing to show artists their adjustments instantly - then bake afterwards.
Instead of forcing you to wait for progressively higher-resolution bakes, they just use realtime raytracing to show artists their adjustments instantly - then bake afterwards.
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But there are still 1000 other managerial problems to deal with when baking lighting...
So yeah, if you promise devs a magic wand that like 80% solves all this for nearly 0% of the dev-time cost? That opens up real possibilities.
It's because Lumen/Nanite have freed them from these workflow impositions, they can apply that effort elsewhere.
For all the problems those systems present.
If the performance traits of those systems aren't enough, and we don't want to sacrifice the aesthetic targets, then we NEED foundational tools to make the other paths more production-viable.
NOT EVEN ANYTHING ELSE
MAKING GAMES IS A LOT OFTHINGS
Anyway end rant