Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...
It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.
Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.
Brilliant Games has presented a new lighting system that will be used for the studio’s upcoming titles. The thing is that the technology is said to instantly calculate GI, providing outstanding results.
A tech demo showcasing Brilliant Games next generation lighting technology for upcoming titles. Global illumination is calculated on the fly with beautiful and lightning fast results. Most lighting in games now days is still baked, which means its statically painted onto a scene. This process can take hours to days to process. This solution is instant and fully dynamic.
Both Unreal and Unity engines still use baked global illumination and the process behind GI might take hours. The solution from Brilliant Games is said to solve this problem with the help of fully dynamic system.
One question remaining, though. What is the cost of dynamic GI? How does it affect performance? No comments on the issue, so we’ll have to wait for more details.