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Ghosting everywhere :) #26
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@koiava What further compounds this issue is bright lights. Whether viewing them on the first ray bounce, or in a reflection, bounce 2, these bright objects ghost the most, leaving a trail. I am experimenting with reducing this artifact, as I agree with you and find that instance more distracting than it needs to be. If you look on YouTube at the old Brigade path tracer, version 1.0, you will see the same trade-offs being made. They also struggled with how much ghosting vs. noise to assign. By Brigade 3.0, they were using multiple (2 to 4) high-end GPUs, overclocking the frame rate with CUDA (120+ fps - something I can't do with WebGL which is capped at 60 fps on the browser) and therefore could achieve more accumulated samples per frame and navigate around this issue. |
Hi there. First of all I want to say that I like your demos a lot :) |
Hi @koiava |
I believe that was used for recent path traced quake 2. |
@koiava |
Path traced gaming is a future. There is no way around :) |
@koiava |
I'm not sure if this was done for a purpose of it's just not working but it's very distracting while navigating. It's in all demos.
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