Frenetic Pony
Veteran
A Top Tear programmer which works for Gears 5
And of cause if you make a leave out of Triangels instead of billboards it is totally clear why it’s faster because the area of a leave is smaller and more light ray can escape faster the scene.
Not that interesting, of course RT scales well with geometry complexity. The interesting thing is Ubisoft's apparently interactive foliage tracing in that Avatar game. Of course they haven't said anything beyond that, is it fully moving all the thousands of leaves and rebuilding the bvh each frame, is it tracing some sort of proxy, what's the tracing being used for (shadows, reflections, diffuse)? Well we'll wait to find out.