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Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.
This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. The light voxel is computed on CPU, allowing all types of dynamic lights, then uploaded to a 3D texture (with optional real-time compression, to improve memory usage and performance) used by the shader: Here's how an area that receives no light at all gets lit by indirect bounces!
No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. It's also very easy to use.
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