Pinball tables are a bit special because they have many lights but very few moving objects (usually only the ball). And a big factor of a pinball sim is how well the lighting is handled.
So I’ve created a test table and set all materials and lights to receive and cast shadows, and I got this:
Which is great, but there are only four lights and I’m already getting below 60fps with a rather powerful GPU. A modern pinball game has 30+ lights. So my question is the following:
Is there a way to bake a shadow map for the static meshes but still get dynamic shadows for the ball? I imagine projecting one object only would be a lot less computing-intensive than if all objects were casting shadows?
I’ve also read about
forward deferred rendering, but it seems like three’s deferred renderer was abandoned.
Lastly, usually even the camera is static, but I’m not sure which kind of advantages in terms of lighting and performance that can bring me.
Looking forward to your comments! Cheers,