Deep Water (3/6): Distance to Player Adaptive Particle Resolution

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  • Опубликовано: 6 июл 2024
  • Getting there! The new sparse grid performs really well and I am super excited to get adaptive resolution working. First I have made particle splitting much lower overhead. Next is adding adaptivity by distance to surface. And third is trying to maintain a stable particle count to match a stable target framerate.
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Комментарии • 5

  • @Metallian2112
    @Metallian2112 4 месяца назад

    Really looking forward to the adaptive resolution by depth of surface!

  • @g144hz
    @g144hz 4 месяца назад

    amazing work

  • @boxicknowsbest9100
    @boxicknowsbest9100 4 месяца назад +1

    can't wait to see some deep water! :D

  • @killogramm_b_b
    @killogramm_b_b 4 месяца назад

    Can you please give a bit more details on what you are using for rendering etc.? or EVERYTHING is custom built?

    • @GrantKot
      @GrantKot  4 месяца назад

      Rendering is custom too, I do have FSR3 integration for upscaling to 4K and plan to use some other things from FidelityFX, DirectXTK to help simplify the DX setup.