Robert Swain

Results 309 comments of Robert Swain

This has been discussed elsewhere. It isn't a duplicate of #8492, and I think we should resolve it by implementing #8492. I had done this, but I didn't want to...

I haven't thoroughly checked all of the links. Foundations of Game Engine Development 2, Rendering by Eric Lengyel uses the inverse camera matrix to transform from 'world' to 'camera' space....

I feel like the tone here has turned quite negative. I am listening and have good intentions. When I wrote about ‘wasting time’ I was thinking how many of us...

I checked git blame, and it looks like I introduced the incorrect meaning of the camera matrix as being same as the view matrix way back when I added clustered-forward...

@cart as far as I remember, we (you included) had previously decided on local, world, view, clip, and ndc for space names, and local_to_world etc for transformation names.

I’ve read the discussion, has any GPU-profiling/benchmarking been done across vendors to see what impact the shader refactoring has on performance without clear coat?

Could you use frame times instead of frame rates? 700 fps: 1.43ms 500 fps: 2.00ms (so, 0.57ms slower) 250 fps: 4.00ms (an additional 2ms slower)

Nice performance improvements in conjunction with James’ encase changes. I don’t know what the name should be but I don’t think it’s quite right. I also want us to check...

Just noting that I have previously argued for starting with the ‘allow use of all hardware threads/cores’ rather than artificially limiting them and leaving lots of performance on the table...