Managing HWRT in Instance-Heavy Scenes
real-mrbeam.github.io·16h·
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We’re building a dense open-world forest using our own Nanite assemblies created with Blender Geometry Nodes and then spawned in the world through PCG. Trees, branches, and foliage are heavily instanced, and at any given time the scene contains a very large number of visible ray-traceable objects.

When we began evaluating hardware ray tracing as an option alongside virtual shadows, some costs went down and other went way up. What seemed like a straightforward quality upgrade turned into a deeper investigation into culling, acceleration structure management, and GPU pressure.

This post covers how we approached getting ray tracing performace back under con…

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