#techart question: we all know blend mode might disable early z on TBDR, but which combinations does that? does something like “blend one zero, one one” disable early z?
Hi folks, a while back on here we had a discussion on how games budget their frame time (ie. how much ms each feature should cost), I would like to revive that discussion, specifically a few questions, in AAA game space:
how do you compromise between different features?
besides past experience, what data do you use to justify the compromise?
who are usually in charge of this balancing on a team?
For some reason, Blender geometry nodes need to recalculate every frame of an animation. And some can become quite heavy, like the boolean node I used to merge the meshes generated for my corals. There should really be an option to bake them without having to apply the modifier #gamedev#techart
Creating glass in VR is always a risk due to the cost, especially double glazed.
A neat trick is to use a subtle bump offset to fake the depth. When treated with finesse it will work with cheap additive glass, (for low end devices) as well as proper translucent glass.
The only real extra cost is one more texture sampler.