Ruben Osorio @osor.io · 31/12/2024And because this approach ends up compacting the list of pixels per-draw, it responds really well to scenes with heavy dithering into the visibility buffer. Some of the other tile-based approaches I tried struggled with this, since they'd need to dispatch multiple resolve tiles per tile on-screen. 100
Ruben Osorio @osor.io · 31/12/2024@adrien-t.bsky.social also made me aware of @h3r2tic.bsky.social's amazing presentation in h3.gd/a-deferred-m.... Super cool to see the per-draw lists and all the spatial and temporal VRS experiments ❤️h3.gdA deferred material rendering systemTechnobabble and nonsense 110
Ruben Osorio @osor.io · 31/12/2024Paying my respects with a video rendering 10% of the pixels each frame (hacking this in just now so turning all denoising and TAA off, no reprojection of "empty" pixels either 😜). (Prepare for the bsky video butchering though) 130