4 ms·
Depth of field is often more nuanced than simply postprocessing filtering, it generally also swaps textures and models based on distance from camera.
by epolanski 3y ago
Depth of field is often more nuanced than simply postprocessing filtering, it generally also swaps textures and models based on distance from camera.
- brucethemoose2 3y agoI didn't know this, interesting. I don't really like DoF anyway :P
- reactordev 3y agoBecause it’s factually false.
- gruez 3y ago>it generally also swaps textures and models based on distance from camera. Isn't that just LOD, and is done regardless of whether dof is enabled or not?
- VHRanger 3y agoYeah, normally this is LOD and is a separate subsystem
- reactordev 3y ago>”it generally also swaps textures and models based on distance from camera.” What?!? No it doesn’t. It uses the depth buffer to progressively box blur or gaussian blur the frame post-render. https://lettier.github.io/3d-game-shaders-for-beginners/depth-of-field.html https://lettier.github.io/3d-game-shaders-for-beginners/dept... Nowhere are they replacing models, replacing textures, or anything of the sort. I suspect the issue here is that box blur with a sampling of 3x3 is exponential performance hit at 4k vs 1080p. By a factor of 8x due to the extra sampling lookups.