Features
Open worlds
Camera-relative tracing, persistent instances, culling, mesh LOD.
Target: tens of thousands of objects over kilometres, mostly static.
- Camera-relative tracing (
rendering/pathtracing/relative_origin_grid): exact shadows and reflections far from the origin. - Persistent instances (
rendering/pathtracing/persistent_instances): unchanged objects and MultiMeshes cost no per-frame work. - Off-screen culling (
rendering/pathtracing/cull_max_distance,cull_min_size): small or distant unseen objects leave the trace. - Opacity micromaps (
rendering/pathtracing/opacity_micromaps): cut-out foliage traced without any-hit shaders. - Mesh LOD in the path tracer (
rendering/pathtracing/mesh_lod).
Settings for a large world, in project.godot:
[rendering]
pathtracing/relative_origin_grid=1024.0
pathtracing/persistent_instances=true
pathtracing/cull_max_distance=500.0
pathtracing/cull_min_size=0.1
pathtracing/opacity_micromaps=true
Test scene (2 km, prints timing and memory):
godot --path docs/bench/open_world --gpu-profile -- --count=100000 --set=rendering/pathtracing/persistent_instances:1
Options: --movers=N, --churn=N, --recolor, --fly=S, --multimesh=M (MultiMesh tiles of M meters), --mmmove=N, --raster, --out=frame.png. Design and measurements: open-world geometry, persistent instances, instanced forests, opacity micromaps.