I'm an amateur in 3D game development. The thing I want to know is shading related. For reflection purpose, which will be the efficient way? Either "Realtime render to Cubemap" or "Ray trace based" reflection? In which way I will get better frames per second and my gpu gets less tired? No matter which API I use (e.g. DirectX, GL, GL ES, Metal). And please note my question is out of any game engine.
Disambiguating reflection tag as discussed here https://gamedev.meta.stackexchange.com/q/2552/39518
DMGregory ♦
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