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maxima64 said:


Wasnt that his pint all the time?

the less passes the better(of course as long as the end result is almost the same)?

even if its true that there are still rendering passes for the nearby objects would you still prefer to waist rendering passes for both the neraby objects and the ones that are distant to you and can barely be seen?

 

the whoe point is just reduce the rendering passes as much as possible as long as the result is equal or almost equal to the other approach with more passes, why put more gpu stress on the gpu when is not necessary?

 

seriously that guy at least provides examples and reliable sources, what have you done besides randomly throwing words without something to support it?

i am not even sure whats your purpose or what is the conlusion you want to reach, at least provide resources to prove your point, not just say whatever you want

If you want links then

http://c0de517e.blogspot.co.nz/2014/09/notes-on-real-time-renderers.html

http://c0de517e.blogspot.co.nz/2011/01/mythbuster-deferred-rendering.html

http://c0de517e.blogspot.co.nz/2008/04/how-gpu-works-part-2.html

http://dice.se/publications/directx-11-rendering-in-battlefield-3/

http://dice.se/publications/bending-the-graphics-pipeline/

http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Deferred%20Shading%20Optimizations.pps

http://www2.disney.co.uk/cms_res/blackrockstudio/pdf/Rendering_Techniques_in_SplitSecond.pdf

http://www.slideshare.net/TiagoAlexSousa/secrets-of-cryengine-3-graphics-technology

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