#epic

1 messages · Page 1 of 1 (latest)

indigo bloom
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looks epic, is it a ton of traces or something? how does it render the actual geometry? render view or something?

young pelican
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Does about 2k traces per frame at a 20ms budget per frame

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The actual 3d render you're seeing is a single render target that I draw all the points to over multiple seconds with it's own separate budget

indigo bloom
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WOW that is smart!

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would it fuck everything up if you moved your camera at the same time?

young pelican
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Which is how I'm able to get it to display all... 800k points at the same time

indigo bloom
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that is extremely epic

young pelican
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There's a clearing system built in if your position, angles or FOV changes so it'll start over

indigo bloom
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could you potentially fix that using render view?

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also I guess area portals are a problem

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and do you think you'll be able to do it in the background and cache it? maybe even send it to the server who would then distribute it from then on

young pelican
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Though you can kind of break it by using cameras since I'm checking LocalPlayer() instead of using the global functions

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There's no way to get around that limitation since I'm drawing directly onto the render target, the only thing you could do is have a static drawing from a specific angle on your HUD

faint lake
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couldn't you make it into a fuckhuge mesh?

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merge close-by points into groups to speed it up

young pelican
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Possibly, but that brings with itself a whole new set of headaches