Deferred Rendering 4: Getting Better

It’s looking better now.

I fully understand the processes involved in creating directional and point lights.

The back buffer size is now 1024 x 576 and still looks good on a 1080p television, with great fps on the Xbox.

I reduced the colour map texture size down to 1024 x 1024  from 1500 x 1500. The normal and specular maps are now both 512 x 512. This game looks the same and runs about 10% quicker on the old test laptop. I’ve not yet tested the performance on the Xbox, too many Skyrim hogs in my house.

I feel very positive about deferred rendering. The code is cleaner, simpler with more separation. The performance is great, especially with large uneven terrain. The atmosphere and mood the different lights create is much more visually appealing.

About these ads

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Connecting to %s