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Dagor engine uses clustered deferred shading, so it would be reasonable to show high limits of realtime lighting. Especially interesting is the case with many shadow-casting lights.
The text was updated successfully, but these errors were encountered:
Dagor engine uses clustered deferred shading, so it would be reasonable to show high limits of realtime lighting. Especially interesting is the case with many shadow-casting lights.
The text was updated successfully, but these errors were encountered: