this post was submitted on 08 Jun 2025
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SDFGI is basically realtime global raytracing, so that makes sense.
Ever wonder why so many modern games run so poorly?
A big part of it is that game devs are increasingly using their engine's version of realtime raytraced global illumination as the default... because it is very simple to for a dev to implement on a high powered computer...
... But actually properly doing all the tricks required to do well optimized, almost as good lighting, with other methods... is much more time intensive, so its either done poorly, or not at all.
Its wild to me that nowadays lightmap baking is seen as some kind of crazy, arcane, super special secret optimization technique.
Prior to about the last 4 or 5 years, its been the industry standard and norm for almost the entire history of 3d game engines.
Like, it has been the 'obviously, duh' standard to bake light/shadow maps for everything in a scene that is static, and only sparringly use dynamic lights... for nearly 20 years.
But here in this video, its 'secret sauce', its 'cheating.'
Lol no, it is not, it is the way actual pros have done this forever.
...
Rant over, I do agree that this is a very good tutorial nonetheless.
Comprehensive, engaging, information dense, doesn't waste your time, pretty easy to follow.
... fuck those crows.