There is no such notion as bounding volumes. The whole world, universe, multiverse are encompassed by default and undergo base parameters (base density, base anisotropy and base color) set on the main component on the camera...

Volumes are only there to inject(Add/Subtract) density, anisotropy and color locally (except for the "global" volume), according to their shape and some other parameters.





Computation is based on a 3D divided, ranged camera frustum so performances are (roughly) = volumetric subdivision (read volumetric accuracy, cell size, ...) + (the number of volumes/lights you add * their volumetric coverage (so yes the bigger a volume is, the more chance it has to be taken into account for cell computing)).

PS4 and xOne will be supported and my goal is less than 2ms on a PS4.

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