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sklopec

487 karma · joined November 8, 2020

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sklopec··on Making Graphics Like it's 1993
That's really cool.

Thinking about modern games, a single character model probably has more vertices than my entire level (and yours probably), so it's definitely reasonable to expect occlusion culling for such simple geometry might actually reduce performance rather than increase it.

sklopec··on Making Graphics Like it's 1993
How so? Doing this with modern OpenGL would be much simpler than the software rasterizer solution.

I think I'm gonna have to do it anyway, because some players claim they get nausea when playing at such low resolution (320x240), and the only way to give them higher resolutions that perform reasonably is to have it hardware accelerated.

Renderer is abstracted away already, but the real difference would probably be occlusion culling... With raycasting, I get it for free, but if I'd go down the hardware accelerated path I'd have to pick something more clever.

Raycasting and software rendering in general tends to scale poorly with resolution, even with vectorization and all the bells and whistles of modern CPUs.

sklopec··on Making Graphics Like it's 1993
>I notice the colors also become more saturated after postprocessing in your examples, is this after it finds the closest color in the palette or the result of the postprocess?

It's the result of the Blender compositor postprocessing, just keep in mind it falls apart once you go low enough in resolution (it's an image space thing after all), so I'm not sure if that helps your case.

EDIT: Also, your project is very cool!