With the full shading stack, rendering each frame becomes much more heavy, and performance differences become greater.
From observation, when viewport is mostly sky (far distances), the frame rate is about 30 fps. When the viewport is mostly ground or geometry (close distances), the frame rate jumps to about 50 fps. This is good news, since it implies that the ray marching loop is correctly optimized, where it successfully terminates when an intersection is found. I was not able to observe this difference until now.
I'm looking forward to per-pixel output visualizing the number of steps.
ReplyDeleteThis was the first thing that I did, rendering with the number of steps taken. But I can also do this again, taking into account all the steps needed for soft shadows, SSS, and other rendering passes.
ReplyDelete