#FillRate
I just wanted a future with more fillrate and free MSAA
March 16, 2026 at 9:22 PM
the hair looking better on ps2 is likely due to the ps2's insane fillrate and alpha blending making it easier to make hair nice by Simply Adding More Quads With A Clipped Texture On Them
is it a hot take to say that the original MGS2 version of the MGS1 model is better than the edit they made for Twin Snakes (wrong hair and less detailed textures aside)
November 3, 2025 at 9:57 PM
It's very funny to me that monitor and TV sales people came up with 4k and 8k as a ploy to sell more units and now people expect 60fps at 8k even though gpus have been fillrate limited for years so now they have to fake it harder and harder

Funny, but not like, haha funny
March 17, 2026 at 1:38 PM
tfw its time to program the bosses
October 24, 2025 at 2:11 PM
Thinking about that PSX-inspired fantasy console.

The PSX was limited in how much it could draw because there just wasn't enough CPU power to spare in transforming all that geometry (and also fillrate was somewhat a factor)

But how to approach this with a fantasy console?
December 1, 2024 at 9:20 PM
Shit, I think this is it: it's a fillrate problem

I've just never had that show up in any other engine because, come on, shadow map! Static geometry! Come onnnn bsky.app/profile/skar...
Yeah but with the ground rendering you're writing to every shadow map pixel at least once. With it turned off, you only write to the pixels that have anything above the ground, likely a fraction of the total pixels evaluated.
September 2, 2026 at 3:24 AM
Sooo apparently I hit 400+ fps when using the lowest possible settings and render distance in my game (as well as 480p)

Optimization goes brrr, still more work to do, due it being pixel / fillrate bound at higher resolutions.

#optimization #indiegame #gamedev #solodev #indiedev
December 10, 2024 at 9:01 PM
EYYYYY it runs on Pi 🎉🎉🎉

(now the bad news is that it runs SUPER SLOWLY, but scaling the window down significantly improves the frame rate, so I think it might be fillrate bound? might be able to get decent framerates running in 640x480 full screen 😅)
April 5, 2026 at 4:25 AM
Like for some reason it seems *super* fillrate bound. Zooming in causes the framerate to drop significantly, and I have no idea why.
October 14, 2025 at 4:58 AM
"this wouldn't have happened if we had only learned to love the fillrate of the graphics synthesizer of the ps2 while we had it," i mutter to myself as my house burns down to the ground, unable to cope with the power draw of my pc as it renders missile strikes while a kindly idol sings from space
September 3, 2026 at 6:39 PM
They probably cut this outside PS2 bc the PS2 has the highest translucency fillrate of the gen. GC-XB-Wii and PCs of the era don't match it. It'd be a huge performance hit if they kept it on for those ports
Something is missing
April 27, 2026 at 6:58 AM
Because this is minspec and I've already had to reduce render quality a lot and I limit other things that eat fillrate but

oh

I haven't done that for shadows

oh and they're still running 4-split PSSM mode too

Haaaaahhhhh

Thanks all!
September 2, 2026 at 3:26 AM
What's surprising me about this whole hardware2 endeavor is that drawing the BSP tree in reverse order not only works flawlessly, it dramatically simplifies the logic by unifying sorting for *all* drawn objects, at essentially no fillrate cost from overdraw. #RingRacers #GameDev
February 11, 2025 at 5:31 AM
Right, So I can reach 500+ fps when using lowest settngs @ 480p...
Still gotta fix the gpu fillrate bottleneck, as I'm "only" getting 170fps at 1440p max settings.

But first, more work on the guns
#solodev #gamedev #optimization #madewithunity
December 19, 2024 at 5:45 PM
Alpha blending implemented in my GPU, let's gooo

(and it only takes, let's see.... almost 3K cycles for 512 pixels LMFAOO. Well, I don't think any GPU had fantastic alpha blended fillrate back then, so it's probably fine...)

#fpga #nyxbox #gamedev
April 2, 2025 at 3:54 AM
Er.... actually I did some calculations very wrong lmao - accidentally tried to calculate approximate fillrate using a *1MHz* clock speed rather than *100MHz*. OOPS.

Guys I'm really good at math I promise.
OK so the good news is I got the texture sampling pipeline hooked up to my triangle rasterizer!

Bad news: It's slow as *shit*. My triangle goes from being drawn in 260 cycles without texturing to taking a whopping *3000 cycles* with texturing enabled (~2000 if I disable bilinear filtering)
April 1, 2025 at 5:48 AM
This was a fillrate torture shootout between three generations of PowerVR chips. I don't have a Neon250 card so the only consistent test I could do was on Q3A as there's a dreamcast version and a map pack for PC (to crossplay with)

PCX2 crashed as the driver couldn't keep up with excess planes
October 12, 2024 at 12:55 AM
OH.

Shit. You're right. It's basically another class of fillrate soaking, isn't it. I'm just not used to thinking of shadow maps as something that would cost fillrate because. Come on. Shadow map.
September 2, 2026 at 3:23 AM
Power Drift also really has to be seen to believe it.
Tho all the PCE superscaler ports are surprisingly good. Afterburner actually has a higher fillrate than on Mega Drive
PC Engine Longplay [157] Power Drift
YouTube video by World of Longplays
www.youtube.com
May 6, 2026 at 4:41 PM
This would not simply be a stopgap until original Xbox emulation improves further, because many multiplats of the era cut translucency and framebuffer effects when porting the game from PS2

The PS2 has the highest translucency fillrate that gen; the MGS2 tanker brings the Xbox to its knees
January 9, 2026 at 12:57 PM
Like obviously I've debugged shadow perf too, and eventually I would have noticed the shadow quality setting and that might help, but that isn't this. This is squarely "soaking fillrate but via shadow rendering cus you drew a lot of big overlapping planes".

That's. What. No. That's so DUMB. What.
September 2, 2026 at 3:33 AM
Fillrate is much tougher. I guess maybe one solution is calculating how many pixels would be written by submitted triangles, and then inserting frame skips if it exceeds certain thresholds? (so if you draw too much it halves the framerate basically)
December 1, 2024 at 9:25 PM
Me (smart): "but shadow buffer rendering itself is cheap! You couldn't possibly,"

Me (sicko): "yessss?"

Me (smart): "but for that to be the case your buffer fillrate cost would, it'd be, there's no way,"

Me (sicko): "oh, honey :3"
September 2, 2026 at 3:56 AM
I guess it's *possible* that Godot's built in shader stuff is hurting me here, but reducing resolution has zero effect on performance so it doesn't seem to be fillrate bound.
April 8, 2025 at 5:03 AM
I've been developing my Godot games in software rendering mode specifically to make sure an APU can actually run it decently.

It really helps put a spotlight on fillrate throttling effects for real. And a lot of the time, you don't actually NEED shadows or realtime lighting if your style is clear.
May 28, 2025 at 2:31 AM