200 us for a whole AgX tonrmapping pass at 1440p on my 1050Ti? I can live with that.
Also got somr time to do some early culling in the shadow sampling in the main brdf pass. Somehow, it did wonders, and I'm almost back to 60 FPS in that Synty sample scene. I still have to implement cluster shading but I cannot wrap my head around frustum vs whatever collision math in articles like Cull That Cone yet.
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Rather than culling, it's more preventing from evaluating the radiance of a light if it's out of bounds or if the attenuation is way too low (1e-5).
Also noted that my naive PCF is extremely costly, but I don't know yet how to use the more advanced techniques. Are they using a different sampler for the shadowmaps?
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Also, I switched to another light atrenuation profile for a bound one so I could use the culling without artifacts. Not really PBR, but PBR is a tool, not a means.
I kinda like AgX, but I guess I'll have to tune it a bit. Either my ambient is too strong or it washed the darker colors out. I wonder if I can make the min/max exposures settings without breaking it too much. (Also, I have to check if Troy's simplified shader roundtrip converts to linear or gamma Rec. 709).
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