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Display refrence for the issue : 1920*1080 running at 60Fps
this would be great, sending 20 sample per pixel per frame is heavy.
Quick maths give us for a screen a total of : 2,5 GRay/s
if we allow a mode for progressive rendering only 124 MRay/s are send and one new ssp each frame, allowing better portabilty and in the end a better looking render when not moving.
Why ? because after one second, 60 ssp are process whereas the none progressive render while stay at 20 ssp no matter the number of frame who as been process.
so when not moving better switch to a progressing renderer.
The text was updated successfully, but these errors were encountered:
the framebuffer is in progress but other project are getting in the way. normaly it will be donne this week. but you can already see what it will look like since the shadertoy version already have the progressive rendering : https://www.shadertoy.com/view/3lG3D3
the frame buffer creation is in progresse, but we still need to think a proper way to draw the scene into the frame buffer. #8
also, the main shader as be cleaned a bit, now every object are independent, no more gobal setting.
framebuffer don't work, no idea why, it look like nothing is being written to the texture bind to the buffer. will open a stackoverflow or a computer graphic topic about it.
still no progressive render, so putting this aside for a bit and looking for putting in place a proper UI.
#8
Display refrence for the issue : 1920*1080 running at 60Fps
this would be great, sending 20 sample per pixel per frame is heavy.
Quick maths give us for a screen a total of : 2,5 GRay/s
if we allow a mode for progressive rendering only 124 MRay/s are send and one new ssp each frame, allowing better portabilty and in the end a better looking render when not moving.
Why ? because after one second, 60 ssp are process whereas the none progressive render while stay at 20 ssp no matter the number of frame who as been process.
so when not moving better switch to a progressing renderer.
The text was updated successfully, but these errors were encountered: