3 ms·
This is really cool. I'm using an M1 Pro at the moment, and with all of the settings turned on I maintain around 50FPS. This seems pretty reasonable to me. Refl
by steve_adams_86 2y ago
This is really cool. I'm using an M1 Pro at the moment, and with all of the settings turned on I maintain around 50FPS. This seems pretty reasonable to me. Reflections, ambient occlusion, bloom, etc.
It looks like changing the shadow map resolution breaks things:
None of the supported sample types (UnfilterableFloat|Depth) of [Texture "Directional Shadow Depth Texture"] match the expected sample types (Float).
- While validating entries[3] as a Sampled Texture.
Expected entry layout: {sampleType: TextureSampleType::Float, viewDimension: 2, multisampled: 0}
- While validating [BindGroupDescriptor ""G-Buffer Textures Input Bind Group""] against [BindGroupLayout "GBuffer Textures Bind Group"]
- While calling [Device].CreateBindGroup([BindGroupDescriptor ""G-Buffer Textures Input Bind Group""]).
// redacted...
webgpu-sponza-demo/:1 WebGPU: too many warnings, no more warnings will be reported to the console for this GPUDevice.