Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    0
  • comments
    0
  • views
    43

About this blog

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%.

 

Entries in this blog

No blog entries have been created

Sign in to follow this  
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!