Realtime raytraced light sampling in the Retroquad engine

Running in the Retroquad game engine, version : Hardware: CPU AMD Ryzen 5 PRO 3350G 4MB Cache AM4 Motherboard Biostar A320MH DDR4 RAM 16GB 2666MHz DDR4 SSD 256GB Sata 6GB/s Notes: This feature performs traces in world space, from dynamic point lights to each coordinate in the surface’s lightmap, to check for collisions against the world geometry. It’s a straightforward approach with no bouncing and no PBR features. Entirely done in a single-threaded 8-bit color software renderer.
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