This was a really cool deep dive into various optimizations that apply specifically to voxel-based games.
I especially enjoyed how the author packed progressively more information into the bits of a single integer using some clever tricks, and it stayed approachable the whole time even for those who don’t do a lot of low level bitwise optimizations in their day to day (me)
That’s not going to improve rendering speed. FPS here is used to gauge how quickly the scene is being sent to the GPU.
For a given rendering quality, faster is always better, even if your display can’t show frames that fast. In such a case you render as fast as the display can go and no faster, to save energy and allow the computer or your game to handle other tasks within the frame time.
None of these things are secrets or even hard to learn on one’s own.
I am not a developer (not a real one, anyway) and I am definitely not a game developer but I wrote a ton of 3D stuff for work and learned all of these optimization techniques along the way.
Once one learns the basics of how data is sent to GPUs, these techniques all become obvious, though some are much more difficult when you don’t restrict yourself to a world built with axis-aligned cubes.
mpwoz|1 year ago
I especially enjoyed how the author packed progressively more information into the bits of a single integer using some clever tricks, and it stayed approachable the whole time even for those who don’t do a lot of low level bitwise optimizations in their day to day (me)
mcraiha|1 year ago
jokoon|1 year ago
naikrovek|1 year ago
For a given rendering quality, faster is always better, even if your display can’t show frames that fast. In such a case you render as fast as the display can go and no faster, to save energy and allow the computer or your game to handle other tasks within the frame time.
01HNNWZ0MV43FF|1 year ago
Could have also not used those
naikrovek|1 year ago
I am not a developer (not a real one, anyway) and I am definitely not a game developer but I wrote a ton of 3D stuff for work and learned all of these optimization techniques along the way.
Once one learns the basics of how data is sent to GPUs, these techniques all become obvious, though some are much more difficult when you don’t restrict yourself to a world built with axis-aligned cubes.
laserbeam|1 year ago
They don’t have to be. This is just an absolutely great educational video, not a phd paper.
Art9681|1 year ago
NinoScript|1 year ago