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Visibility rendering using traditional vertex/fragment shaders does 39 million tris in about 3.6 ms

With my newest renderer I can push 314 million triangles in about 6 ms right now

And this is just visibility, factoring in material evaluation of traditional deferred it would be at least like 10x worse. Meanwhile everything expensive about materials is completely independent of geometric complexity in my renderer

Literally me rn: https://youtube.com/watch/...

(cant include image because devrant doesn't want to)

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  • 1
    Sounds amazing. Is it for work or private use?
  • 1
    @retoor For am upcoming game of mine. Because trying to make a AAA quality engine from scratch is totally a smart move...
  • 1
    @12bitfloat haha sure, if you're good enough. I'm making a regex parser from scratch - not sure yet if it was a good move :P I want to beat C builtin regex. Quite challenge.

    You're also writing C right?
  • 0
    I'm mostly writing in Rust. It's pretty nice but comes with it's own set of challenges

    Writing a regex engine is pretty cool. I'm not too knowledgable about it but some implementation details I heard sounded pretty insane :D

    Hows your progress so far?
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