Jump to content
  • Advertisement
Sign in to follow this  
Muzzy A

Expensive Post Processing Techniques

This topic is 2199 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey I'm looking for a really expensive post processing technique that i can learn and implement in less than a week. It has to do with school, and after i find something expensive i have to optimize it.

So anyone know anything that will definitely cause a significant decrease in FPS?

Share this post


Link to post
Share on other sites
Advertisement
Any kind of naive bloom/blur filter should be good enough. Try a 9x9 kernel, which - in the unoptimized case - will give you 81 texture accesses per pixel. If that doesn't bring your hardware to it's knees then ramp the kernel size up.

Share this post


Link to post
Share on other sites
If you had a model renderered and a very basic g buffer you could analyze ssao. The many naive approaches are expensive with tons of optimization routes to research.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!