with these lights i would expect to see a performance hit anyways so it's my job as a mapper to use these lights correctly and not to flood the players field of view with them,
i understand this as for the maps that i will be building in the near future that i will be using map geometry to my advantage to block the players line of sight for these type of reasons so the player will only see so many lights / objects on the screen at any given time for performance reasons.
the reason for this request is to correctly create the size of the specular reflection in the PBR materials.
for example,
currently a liquid type texture that uses pbr materials, you have to set the glossiness pretty low to get a decent more realistic looking size specular reflection the problem is by doing this,
the liquid texture now doesn't look wet and polished like it should, it looks very flat and unrealistic.
if you turn the glossiness up to where it should be in real life the " light source size " for the dynamic lights currently in doom are so small that you can barley see the light reflection in the water when nearby the light it self.
if you are able to make these new types of dynamic lights with the scalable "light source size" can we also have the ability to turn the "light source" off, so this particular dynamic light in the level wont create any specular reflection on the PBR materials,
this would be extremely handy for placing lights in certain areas of the map to fake diffuse bounce lighting. ( fake what ray tracing does to a certain degree ).
for example if you have sunlight coming through a window i would use a spotlight for its concentrated angled light projection coming through the window into the room, with this type of light and where it's supposed to be coming from ( the sun ) i would set a rather large "light source radius" to make the specular reflection on the PBR texture appear to be roughly the size as to what you would expect to see in real life.
from here with the light making it into the room from the spotlight that i have set up, i would then like to use "point light" or even better i would use a "attenuated sector light" to create a bounce light type of effect in this small area of the map,
the "attenuated sector light" would be placed near the surface to the texture that the spot light is illuminating from outside through the window. with this "attenuated sector light" i would actually like to have the option turn off the "light source size" or at least reduce the "light source size" so small that the specular reflection wont be visible from this particular light.
so from the players perspective the only correctly sized specular reflection that the player will see is going to be coming from the spotlight / sunlight coming through the window and not the "attenuated sector light" to create a fake bounce light effect in the given area.
this type of light would be beneficial for using them next to lava ponds and falls and even glowing green toxic textures. by having the ability to adjust this "light source radius" to create a specular reflection that appear correct in size in relation to where the light maybe coming from.
this dynamic light option would look so much better then what we have currently have to use,
it's just up to the map builder to be smart on how to use them to balance performance and visuals,
as we all know doom is still basically running on 1 cpu core so we can only work with what we have. but if we have the extra performance available in certain areas of the map why not take advantage of these types of features, might as well treat ourselves when we can.
