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Solari: More examples, fix emissive #22295
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alice-i-cecile
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bevyengine:main
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JMS55:solari6-example-improvements
Dec 30, 2025
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Solari: More examples, fix emissive #22295
alice-i-cecile
merged 17 commits into
bevyengine:main
from
JMS55:solari6-example-improvements
Dec 30, 2025
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SparkyPotato
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Co-authored-by: Chris Biscardi <[email protected]>
Co-authored-by: Chris Biscardi <[email protected]>
…55/bevy into solari6-example-improvements
IceSentry
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mockersf
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* Add a small profiling overlay to the Solari example that times different parts of Solari's GPU work (DLSS-RR not added because wgpu timestamps aren't working correctly with wgpu_hal work, I need to fix that as a separate thing) * Add a many-lights stress test to the Solari example (100 lights) inspired by https://x.com/Roystoncinemo/status/1841917611833229411. Currently somewhat unusable, but this will ideally be a bigger focus for Solari 0.19. * Changed emissive to have exposure applied, as if `emissive_exposure_weight` was always set to 1.0 (StandardMaterial defaults to 0.0 which I'm not convinced is a good idea, but that's a separate topic). If we didn't do this, the emissive meshes would render as insanely bright white to the point of overflowing the texture and breaking DLSS-RR. I think the new behavior is more what people expect to happen, and matches the pathtracer result now. <img width="3206" height="1875" alt="image" src="https://github.com/user-attachments/assets/af3990d6-ae2d-4520-a7cd-f04041685152" /> --------- Co-authored-by: Chris Biscardi <[email protected]> Co-authored-by: Alice Cecile <[email protected]>
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
* Add a small profiling overlay to the Solari example that times different parts of Solari's GPU work (DLSS-RR not added because wgpu timestamps aren't working correctly with wgpu_hal work, I need to fix that as a separate thing) * Add a many-lights stress test to the Solari example (100 lights) inspired by https://x.com/Roystoncinemo/status/1841917611833229411. Currently somewhat unusable, but this will ideally be a bigger focus for Solari 0.19. * Changed emissive to have exposure applied, as if `emissive_exposure_weight` was always set to 1.0 (StandardMaterial defaults to 0.0 which I'm not convinced is a good idea, but that's a separate topic). If we didn't do this, the emissive meshes would render as insanely bright white to the point of overflowing the texture and breaking DLSS-RR. I think the new behavior is more what people expect to happen, and matches the pathtracer result now. <img width="3206" height="1875" alt="image" src="https://github.com/user-attachments/assets/af3990d6-ae2d-4520-a7cd-f04041685152" /> --------- Co-authored-by: Chris Biscardi <[email protected]> Co-authored-by: Alice Cecile <[email protected]>
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
* Add a small profiling overlay to the Solari example that times different parts of Solari's GPU work (DLSS-RR not added because wgpu timestamps aren't working correctly with wgpu_hal work, I need to fix that as a separate thing) * Add a many-lights stress test to the Solari example (100 lights) inspired by https://x.com/Roystoncinemo/status/1841917611833229411. Currently somewhat unusable, but this will ideally be a bigger focus for Solari 0.19. * Changed emissive to have exposure applied, as if `emissive_exposure_weight` was always set to 1.0 (StandardMaterial defaults to 0.0 which I'm not convinced is a good idea, but that's a separate topic). If we didn't do this, the emissive meshes would render as insanely bright white to the point of overflowing the texture and breaking DLSS-RR. I think the new behavior is more what people expect to happen, and matches the pathtracer result now. <img width="3206" height="1875" alt="image" src="https://github.com/user-attachments/assets/af3990d6-ae2d-4520-a7cd-f04041685152" /> --------- Co-authored-by: Chris Biscardi <[email protected]> Co-authored-by: Alice Cecile <[email protected]>
mockersf
pushed a commit
that referenced
this pull request
Dec 30, 2025
* Add a small profiling overlay to the Solari example that times different parts of Solari's GPU work (DLSS-RR not added because wgpu timestamps aren't working correctly with wgpu_hal work, I need to fix that as a separate thing) * Add a many-lights stress test to the Solari example (100 lights) inspired by https://x.com/Roystoncinemo/status/1841917611833229411. Currently somewhat unusable, but this will ideally be a bigger focus for Solari 0.19. * Changed emissive to have exposure applied, as if `emissive_exposure_weight` was always set to 1.0 (StandardMaterial defaults to 0.0 which I'm not convinced is a good idea, but that's a separate topic). If we didn't do this, the emissive meshes would render as insanely bright white to the point of overflowing the texture and breaking DLSS-RR. I think the new behavior is more what people expect to happen, and matches the pathtracer result now. <img width="3206" height="1875" alt="image" src="https://github.com/user-attachments/assets/af3990d6-ae2d-4520-a7cd-f04041685152" /> --------- Co-authored-by: Chris Biscardi <[email protected]> Co-authored-by: Alice Cecile <[email protected]>
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emissive_exposure_weightwas always set to 1.0 (StandardMaterial defaults to 0.0 which I'm not convinced is a good idea, but that's a separate topic). If we didn't do this, the emissive meshes would render as insanely bright white to the point of overflowing the texture and breaking DLSS-RR. I think the new behavior is more what people expect to happen, and matches the pathtracer result now.