I gots dual GPUs, I can handle it! Actually, maybe not, not without lowering the resolution. Does Frostbite use lightmaps anywhere? I was under the impression that all of the lighting in that game was dynamic as well, because it seems to be.
I gots dual GPUs, I can handle it! Actually, maybe not, not without lowering the resolution. Does Frostbite use lightmaps anywhere? I was under the impression that all of the lighting in that game was dynamic as well, because it seems to be.
Did some research on that. Looks interesting. I'm far past being able to make such a drastic change to the engine, but some day when I write a new engine I'll try that.
They have a few advantages. A good use of lightmaps can provide very nice indirect lighting and shaped lighting for very cheap.
Also on a side note. After some simple optimizations within the shadow PCF and distance interpolation I've taken it from 40~ fps back to 120~ fps. Still lots to work on though.
Last edited by Not Inferno; May 28th, 2013 at 08:46 PM.
Cleaned up shadows some more. Improved performance a good bit, still a lot to do with that though. Post processing is now supported.
Bloom filter:
Unfiltered:
Anyone got any nice HDR or bloom glsl shaders I can throw on there? The one I used for testing is absolute ass.
Considering doing water tommarow. Or maybe first person frame buffers.
Last edited by Not Inferno; May 29th, 2013 at 03:21 AM.
I swear that water is a performance rapist, this is partially due to the code I wrote that writes the ondemand shaders doesn't "post optimize" yet. That's another thing on the list haha.
Also, no I'm not using a fog plane. Considering if I even want to put something like that in the engine atm.
HD button says hi.
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