Deep Water (3/6): Distance to Player Adaptive Particle Resolution
Vložit
- čas přidán 6. 07. 2024
- Getting there! The new sparse grid performs really well and I am super excited to get adaptive resolution working. First I have made particle splitting much lower overhead. Next is adding adaptivity by distance to surface. And third is trying to maintain a stable particle count to match a stable target framerate.
- Hry
Really looking forward to the adaptive resolution by depth of surface!
amazing work
can't wait to see some deep water! :D
Can you please give a bit more details on what you are using for rendering etc.? or EVERYTHING is custom built?
Rendering is custom too, I do have FSR3 integration for upscaling to 4K and plan to use some other things from FidelityFX, DirectXTK to help simplify the DX setup.