i've managed to develop an algorithm that speeds up ray tracing by up to 3 times!
I've been reliably informed that rendering speed increases if you cast fireballs instead of rays. You need to really get into it though - stand in front of your computer, do the appropriate hand wriggles, and shout 'FIREBALL!' The more passion and energy you put into it, the faster your rendering will become.
Actually, this IS possible if you run your scene data through that MP3-beating compression algorithm that was posted awhile back, before you trace it.
I know, I was skeptical too, but then I tried it, and since then I've been raytracing 1080p in realtime on the CPU, no GPU interaction needed! This enabled me to offload all my physics and AI calculations to the AI. You won't believe how much your game's realism will benefit from having a whole (shader) core per AI!
I know, I was skeptical too, but then I tried it, and since then I've been raytracing 1080p in realtime on the CPU, no GPU interaction needed! This enabled me to offload all my physics and AI calculations to the AI. You won't believe how much your game's realism will benefit from having a whole (shader) core per AI!
Quote:Original post by superpig
I've been reliably informed that rendering speed increases if you cast fireballs instead of rays. You need to really get into it though - stand in front of your computer, do the appropriate hand wriggles, and shout 'FIREBALL!' The more passion and energy you put into it, the faster your rendering will become.
HA-DOU-KEN!!!!!
Quote:Original post by Ysaneya
Easy. Don't cast rays. Cast teapots. It's much faster.
You know, in Soviet Russia, rays and teapots cast YOU!
Quote:Original post by LodeQuote:Original post by Ysaneya
Easy. Don't cast rays. Cast teapots. It's much faster.
You know, in Soviet Russia, rays and teapots cast YOU!
There is no Soviet Russia any more, sillypants.
In any case - Soviet raytracers cast vodka bottles and use the cyrillic refractive model.
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