Funny, but not like, haha funny
Funny, but not like, haha funny
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?
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?
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...
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...
Optimization goes brrr, still more work to do, due it being pixel / fillrate bound at higher resolutions.
#optimization #indiegame #gamedev #solodev #indiedev
Optimization goes brrr, still more work to do, due it being pixel / fillrate bound at higher resolutions.
#optimization #indiegame #gamedev #solodev #indiedev
(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 😅)
(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 😅)
oh
I haven't done that for shadows
oh and they're still running 4-split PSSM mode too
Haaaaahhhhh
Thanks all!
oh
I haven't done that for shadows
oh and they're still running 4-split PSSM mode too
Haaaaahhhhh
Thanks all!
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
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
Guys I'm really good at math I promise.
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)
Guys I'm really good at math I promise.
PCX2 crashed as the driver couldn't keep up with excess planes
PCX2 crashed as the driver couldn't keep up with excess planes
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.
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.
Tho all the PCE superscaler ports are surprisingly good. Afterburner actually has a higher fillrate than on Mega Drive
Tho all the PCE superscaler ports are surprisingly good. Afterburner actually has a higher fillrate than on Mega Drive
The PS2 has the highest translucency fillrate that gen; the MGS2 tanker brings the Xbox to its knees
The PS2 has the highest translucency fillrate that gen; the MGS2 tanker brings the Xbox to its knees
That's. What. No. That's so DUMB. What.
That's. What. No. That's so DUMB. What.
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"
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"
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.
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.