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?
Expensive Post Processing Techniques
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.
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.
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