Try
Try
> Anyways, some AO feeding on your GI implementation is also needed I do simply multiply GI by AO (what is not correct, but give at least some detail). Here...
> Is it possible to further adjust AO so that it would work not only by seeking intersecting geometry but also volumetrically, with respect to how your GI works by...
> gradually shading the whole interior? Scene above is not interior:  When it comes to castle wall, it expected to be split 50:50, between ray-misses (samples sky-color) and hit...
2k shadowmap unfortunately not good enough to take care of shadow-term. Also secondary-bounces are disabled, as I'm debugging atm.   almost like lumen: 
Debug view of ray-hits (needed to evaluate solution for secondary bounces):  
Been evaluating different approaches for iradiance cache and secondary bounces. Unlike Lumen, in OpenGothic we cannot do offline baking, and have to have runtime solution for gi-scene. Here example of...
Hi, @Karti200 and thanks for report! Can you please attach log.txt file? Thanks
Hi, @TomDev234 and thanks for report! It seem one of the shaders failed to compile on your machine. Unfortunately, it's very hard to tell which one it was - so...
@TomDev234 As mentioned before: unfortunately there is not enough information in crash. Basically all known so far, it that on of compute shaders, that works on M1, cannot be compiled...
Hi, @TomDev234 and thanks for update > Compiler encountered an internal error: I Seem to be a driver bug. I've reported this issue on apple developer forum, here: https://developer.apple.com/forums/thread/772346 >...