NGSS - Early bailing out optimizations in v1.7

120 views · Published 14 January 2018 · 1:41 · Indexed 23 October 2026

Channel: tatoforever · 2018 · Gaming

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Aggressive performances improvements. Explication:
- The noisy dark region around the penumbra area are fragment discarded
- The noisy white spots inside shadows are fragments being discarded
- The white squares around dark squares are point light faces being culled
Notice only the penumbra area is computed, fragments fully lit or fully shadowed are totally discarded using dynamic branching. This saves filtering and improves performance by around 2-3 even 4 times fold (depending on hardware).

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