RED_SIM @sim.red · 4d

A new clustered froxel-based lighting prototype for Light Volumes 3.0.0! It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.

107 likes 4 replies

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Replies

halo · 3d

TIL what a froxel is

RED_SIM · 4d

60 FPS was tested on Google Pixel 9 Pro Fold - not the greatest GPU at all. Quest 3 was up to 45-50 FPS based on my test. And I still plan to improve it, so it will most probably be even better. And it's completely back compatible with VRCLV v.2.x.x, but will just ignore froxels.

Tresch · 3d

heh. froxel.

Specialsauce · 3d

How much benefit are you seeing from clustering over normal tiled lighting? I would expect 3D memory lookups to struggle on mobile but I've not done mobile dev.