By using this site, you agree to our Privacy Policy and our Terms of Use. Close
curl-6 said:
Now next time I get some actual news (not tweets from months ago) out of Shin'en and make a thread about it, it will get associated with this mess.

megafenix please, I say this in the nicest possible way, just stop.


ok, will talk abot other things, my only point is that the less passes you use to do a job the better as long as the result is the same or almost equal to the other solution that was going to use more passes through the pipeline, thats all

imagine you have to deliver 6 water jars, one person decided to deliver them one by one from point A to point B using his natural gifts, other peson decides that instead of doing it the traditional way he will use a wheelbarrow(consider it as the bandwidth and can hold 3 jars)  to move those jars from point A to point B and with it can move 3 jars at a time

obviously the person that uses the wheelbarrow will travel less times through the road and also will save up a lot strenght doing it that way, the only additional cost will come from his wallet  though

thats the thing with defered vs forward, defered requires less passes and less shader power in order to acheive the same job that for forward rendering would have taken a lot more stress on the gpu; surely are issues like msaa and atransparency but the solutions for them still dont cost as much vertex power as like forward rendering, the strongest disadventage would be bandwidth

 

As for other topic, any news if there are in reality fixed shaders on the wii u gpu or at least an indication that developers have used fixed functions on the wii u?