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And if you have no problem playing at a lower resolution you could use that in games right now. Oh, Brigade is going to be great.It seems a presentation was done yesterday and the performance improvement is great
We all know that dynamic lighting saves time vs baking lightmaps (no matter which technique is used). We have been using dynamic lighting (lower quality vs baked) in Trials games for ages partly because of this reason. My ballpark estimate was that this improved productivity by 2x or so for some persons in our art/content team...The improvement is so massive because artists no longer would have to wait minutes or even hours to see the results of their changes to the levels. Less time wasted = mony saved. I guess that's the logic there.
Also, part of the reason why levels are so static is due to the artists (and the consumers) wanting the lighting to be high fidelity at all times. With path tracing you can have that plus dynamic environments. Win win.