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Latest updates:

Speeding up/stabilizing frame rate by lowering LOD for deferred shading: i.e. rendering into smaller viewport, based on FPS extents, then up-sampling rendered target area to main frame on final pass (full-screen quad, scaling down texture lookup to only reference rendered target area).  This will reduce GPU processing time.  With good texture filtering and MSAA, can minimize temporary blocky appearances.  The lower the frame-rate, the lower the LOD to compensate for performance hit.  Improved bump-mapping, and improved bump-mapped lookup into background for active camouflage effect.  LOW ranges from 50% to 100%.

 

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