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Even though I knew most of this, I'm still surprised how many layers are rendered every frame



Yeah, it's absolutely mind blowing. My last involvement with graphics programming was the 90s demoscene, and fill-rate was a massive constraint on doing cool things. Doing the amount of math these modern engines do per frame, let alone multiple times per pixel, would have been unimaginable.

It's amazing and cool how much GPUs have changed all that, and the techniques are so different and constrained in such different ways.


I also like how if you remove most of the passes you end up with virtua fighter


This is pretty standard in AAA games, if you look at some of his previous breakdowns there are a similar amount of passes. What was surprising to me was how much work was done post tonemapping and gamma correction.




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