Did you used ambient occlusion?
MrOMGWTFxCorp 1 month ago
very nice :D
looks great
FunProjects 2 years ago
I've recently updated the shader to let the pixel shader handle the depth instead of multipassing it with the backbuffer and spritebatch.
Thus resulting in a more flexible situation and performance increase:
PC - 37 passes @ 60fps
Xbox - 21 passes @ 60fps
joostgroeneveld 3 years ago
looks lovelly!
whothehellisthat 3 years ago
looks awesome.
could you provide some info on how much fps you get on the xbox?
dp2208 3 years ago
It's running at 1280x720, the scene is a very simple model with about 3mb of texture data.
On my PC (intel 6850 + geforce 8800 ultra) is runs at 60fps with 20 passes, any higher reduces the frame rate with about 3fps.
The xbox runs 8 passes fine, but any higher it reduces significantly with about 10 fps per pass.
Did you used ambient occlusion?
MrOMGWTFxCorp 1 month ago
very nice :D
looks great
FunProjects 2 years ago
I've recently updated the shader to let the pixel shader handle the depth instead of multipassing it with the backbuffer and spritebatch.
Thus resulting in a more flexible situation and performance increase:
PC - 37 passes @ 60fps
Xbox - 21 passes @ 60fps
joostgroeneveld 3 years ago
looks lovelly!
whothehellisthat 3 years ago
looks awesome.
could you provide some info on how much fps you get on the xbox?
dp2208 3 years ago
It's running at 1280x720, the scene is a very simple model with about 3mb of texture data.
On my PC (intel 6850 + geforce 8800 ultra) is runs at 60fps with 20 passes, any higher reduces the frame rate with about 3fps.
The xbox runs 8 passes fine, but any higher it reduces significantly with about 10 fps per pass.
joostgroeneveld 3 years ago