3 ms·
This looks far more computationally expensive than without shaders. That side scroller benefited because it could just draw the background/foreground sprites a
by lifeformed 15y ago
This looks far more computationally expensive than without shaders.
That side scroller benefited because it could just draw the background/foreground sprites at a lower resolution before blurring. You wouldn't be able to get that luxury easily with a 3D game.
- jws 15y agoI can't speak for all games, but I find my fragment shaders dominate. That is compute power related directly to the number of pixels rather than polygons. If I can render objects in the distance at 1/3 the spatial resolution, that is 1/9th the fragment shading, times a much reduced texture bandwidth since I'll be using a lower resolution mipmap. I'll still have to composite it back in to the full resolution frame, but if that operation is faster than my fragment computations it would win.