Nubis Cloud with target < 3ms

Hi everyone, I’m setting up Nubis Cloud and aiming for latency of less than 3ms on my cheap laptop (AMD Ryzen 7 5700U with Radeon Graphics)

These are the readings when I plug in my laptop charger.

And here are the specs when I’m not plugged in.

I think the biggest issue lies in sampling—it is simply too costly. This could likely be mitigated by fine-tuning the noise (though I’m not entirely sure). I also have an idea for ray optimization based on ray history; it works well, allowing for increased detail without sacrificing performance—I’ll share updates on that later.
If anyone has worked or is currently working on a similar project, let’s discuss it; I’m keen to achieve high performance and the best possible image quality on a budget laptop.

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Beautiful screenshots!! Any demo link/repo :smiley: ?

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I will publish the code soon.

Solution: Currently, I’m using 128*3 for low noise, and to overcome the expensive sampling issue, just use a low 0,1 LOD for closer distances and a higher LOD for further distances. Performance will skyrocket to <3ms, basically increasing cache hit, but more careful shaping is needed! Of course, the quality won’t be as good as dedicated systems.

I would suggest trying to emulate the last image in your series. It looks really good.
Regarding the other three images, I live in the land of tornadoes and have never see a “swirly cloud”. And I suspect the non-swirly version would take less processing.

In the past, I have created wispy clouds using random sprites. I even achieved some shading by putting darker sprites on the bottom. However, I never felt that I was able to create a good structure on which to hang much larger clouds. I think that sprites are useful in that you can use the same material, rotated and resized for each sprite. My understanding is that the GPU will use a single draw call to process all sprites with the same texture.

One observation that might be useful that you don’t really need to process the center of a large cloud, which is opaque. Most of your time should be spent processing along the visible perimeter of the cloud. Of secondary importance is adding enough variation in the flat area to give the cloud the appearance of depth. And (if this helps) you don’t need to make the cloud shape permanent. Over a period of minutes, clouds change shape and sometimes disappear completely.

Good luck!

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