Voxel raymarching now with fragment shading rate
Vorxel » Devlog
Here is the mask (if you will) of shading rates I'm using:
Red corresponds to a 1x1 to 1x1 fragment shading rate, green is 1x1 to 2x2, and blue is 1x1 to 4x4
This feature with be adjustable and will be by default set to off. On 4k monitors, this may be very useful for better rendering performance without a huge sacrifice in visual quality.
This explains what fragment shading rate is and why it's useful: https://docs.vulkan.org/samples/latest/samples/extensions/fragment_shading_rate_dynamic/README.html
Note that I am not using dynamic shading rate.
Vorxel
Status | In development |
Author | Teknologicus |
Genre | Adventure |
Tags | Exploration, Open World, Voxel |
More posts
- Improved dynamic direct sunlight3 days ago
- Dynamic direct sunlight4 days ago
- Previous folly and finally success11 days ago
- Rasterized triangles are evil!20 days ago
- Procedurally Generated Blocks (Video)23 days ago
- Fog is working again26 days ago
- Improved fragment/compute shading rates28 days ago
- Debugging variable compute shader rates33 days ago
- Deferred gbuffer rendering update34 days ago
- Deferred gbuffer rendering via compute shader ray marching output35 days ago
Leave a comment
Log in with itch.io to leave a comment.