Hi guys!
I am in half way to PBR implementation of my renderer.
I found some ideas, that using PBR, there is no need for big amount of auxiliary light sources.
One of benefits of using deferred renderer is to have a lot of lights and render them in (geom + lights) instead of (geom*lights) draw calls, that is quite cheap.
I tried to figure it out, how much real light sources do I need in open environment game, and found not much:
- Main light for shadows.
- Cube map for skybox/environment ambient.
- 3-4 light sources on a scene like fire/explosions.
So here are the questions:
- In real games (not a demo, that shows difference in FPS for 16/64/256/1024 light sources), how much light sources are there? I don’t expect answer: “42”, but what about order?
- Will PBR remove necessity of placing aux lights or I should use them to proper render scene anyway?
-
Deferred (as a tool) gives ability to render more lights cheaper.
Does PBR decrease needed amount of lights to render good graphics?
Thanks in advance!
