3 ms·
The "right" solution with no quality compromises is per-pixel linked lists (PPLLs) that are then sorted afterward. This is straightforwardly implementable on GP
by pcwalton 5y ago
The "right" solution with no quality compromises is per-pixel linked lists (PPLLs) that are then sorted afterward. This is straightforwardly implementable on GPU, but it remains to be seen whether the technique will take off, given the overhead.
- Jasper_ 5y agoPixel Shader Interlock (or Raster Ordered Views in D3D12 terminology) is effectively the same thing but without a resolve step, but the overhead is massive and basically too slow in practice. To be honest, the game developer way of solving this is to just not use transparency. Too many things rely on the G-buffer / depth buffer these days, and transparency is usually limited to a lower quality render anyway.
- deleted 5y ago[deleted]