Just for absolute mirror surfaces - no need for complex denoising (or no need for denoising at all) and rays should be very coherent - no thread divergence, which is great for traversal on wide SIMD processors.Hmmm. It seems like they're getting very useable results without needed RTRT hardware.
What amount of materials has absolutely smooth surface?
No need to build BVH every frame either since triangles at the bottom of voxel acceleration structure are linked to SVO nodes and all the scene is pretty much static (so the acceleration structure is static and prebuilt in advance), except for a single moving drone.
Remove all these limitations - add support for a wide range of materials like in BF5, add global destruction and tons of moving objects like in BV5 (requires runtime BVH building), add complex denoising for rough materials and performance numbers will change drastically.
Not even talking about geometry complexity, which is visually much higher in BFV
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