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P0-A4: Part 565: Debugging, Refactoring

by on May.19, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

Assuming there are no more issues with the AI navigation on a rotating object, the final major issue to solve is the fact that I can’t use baked lighting on a static object.

This means that I can’t use emissive textures, which is very important for my projects look and feel.

However, it looks like I may have some options here.

Unity may be releasing a real-time ray-tracing based GI solution (Experimental DXR) by the end of the year, which could also add support for features like real time emissive textures. I haven’t tried this project yet because it requires an RTX series card and I don’t currently have one.

I believe it also requires the High Definition Render Pipeline (HDRP) to work, which would be a problem, since porting to this from the standard pipeline, which I am currently using, would not be easy.

There is also a product called “HXGI” which has not yet been released, but which should also provide real-time GI, hopefully without requiring a port to the HDRP.

There are a few other products that I found, (for example SEGI) but these seem to be mostly abandoned or obsolete.


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