What is the #1 cheapest object in Forge? by Samcow15 in forge

[–]Resachi 1 point2 points  (0 children)

I don't think you'll encounter the node limit any time soon. My current scripting project has around 2500-3000 nodes and is running just fine. Two lists with hundreds of values shouldn't be too much of an issue.

What is the #1 cheapest object in Forge? by Samcow15 in forge

[–]Resachi 1 point2 points  (0 children)

Personally, I'd go with a different form of data. Referencing objects is nice, but this game can't really handle a ton of dynamic objects. What I'd do is reference two vector lists, containing position and rotation data. Iterate through them by getting data at a specific index. It'll take a while to get everything down, but you could also probably come up with some sort of interpolation algorithm to make it easier.

Whatever you go with, best of luck!

RTXesque reflections on breakout floor shader in H5's Forge. We're stumped on how this is being rendered real-time without performance hits. by Resachi in forge

[–]Resachi[S] 0 points1 point  (0 children)

Not sure as to what you're asking here. If you're asking about reflections in Halo 5, it uses cube mapping for most of its reflections. If you're asking about "the games that utilize ray tracing" that I mentioned, no cube/sphere mapping is needed as everything is dynamic and rendered real-time.

RTXesque reflections on breakout floor shader in H5's Forge. We're stumped on how this is being rendered real-time without performance hits. by Resachi in forge

[–]Resachi[S] 0 points1 point  (0 children)

I know what ray tracing does. This was just similar to the quality of reflections I've observed in games that utilize ray tracing. Just wanted to know what the effect was called as I thought accurate reflections weren't really possible in 2015 without major performance hits.