Newgamemodder said:
Without starting a flame war how much TAA do you tihnk i need?
There is no ‘how much TAA’. There only is TAA on or off.
Tried to make this clear with the last post.
But ofc. we can have higher and lower quality implenentations. Unreal typically exposes a setting to the player.
Newgamemodder said:
Counting high poly shadows I'm at 6.57 billion, without lasers and particles.
So you have just doubled your polys because they now also go into a shadow map of a single light?
This may make sense for the sun, but in genreal:
Lights usually have a finite range of influence (unlike real world lights, which affect infinite distance). So we can cull much more aggressively for SMs than for the camera.
Rendering SMs is MUCH cheaper also becasue it needs no materials or shading.
We do not need to update each SM for every frame. If there was no movement within their range, no need to update.
Some games even do SM reprojection to compensate movement errors of SMs updated at lower frequency.
So there are a lot of opportunities to optimize, which make more or less sense depending on the game.
It's like that for pretty much anything. Thus we can't answer questions liek ‘can i do 6B polys for a game?’. It depends on the tech and content you are using.
Newgamemodder said:
Gonna try to count my Lasers… Luckily im blessed with Autism so it'll take some time
Counting triangles on paper is a bad investment of time.
Designing games only on paper an your imagination is a bad investment of time.
They are made from code and assets, not from vague expectations and imaginary goals.
You could try to import your models into UE to see how that works, for example.