cyberheater
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Looks okay to me. Good enough for VR.
Now bring on the hardware.
Now bring on the hardware.
That's a cleaned up version of the video in the OP. Still not direct feed, lol.
5.5/10Looks like Source 1
Lets hope it's actually optimized this time. Source 1 is such a piece of shit for optimization. I get FPS drops at 800x600 on a GTX 760 with a 4670k OC'd to 4.0. Garbage.
5.5/10
That's usually because of image quality issues that off-screen hides, but if one thing is amazing about this particular demo it's the IQ. Yay for forward rendering.Off-screen footage can often look better than direct feed.
That's usually because of image quality issues that off-screen hides, but if one thing is amazing about this particular demo it's the IQ. Yay for forward rendering.
I'd like to see this happen, if there isn't one floating around on some blog already.some kind of layman summary which describes what's the difference between deferred and forward and why/where one is better than the other?
Looks like Source 1
Lets hope it's actually optimized this time. Source 1 is such a piece of shit for optimization. I get FPS drops at 800x600 on a GTX 760 with a 4670k OC'd to 4.0. Garbage.
Is there somekind of layman summary which describes what's the difference between deferred and forward and why/where one is better than the other?
Looks like Source 1
Lets hope it's actually optimized this time. Source 1 is such a piece of shit for optimization. I get FPS drops at 800x600 on a GTX 760 with a 4670k OC'd to 4.0. Garbage.
YupReally? Source games ran flawlessly on the ancient hardware I threw them at. Portal 2 was near maxed out on a Core 2 Duo t6500/4570. That wasnt close to high end when it launched.
Probably one of the easier engines to run I've seen. What games did you try?
Deferred Rendering: Before going straight to the render target, more buffers are introduced. This makes lighting cheaper but has issues with doing transparencies.
Forward Rendering: Very linear. Takes everything in a scene and breaks them down into pixels for shading. Lighting is more expensive this way.
Deferred Rendering: Before going straight to the render target, more buffers are introduced. This makes lighting cheaper but has issues with doing transparencies. It's also bandwidth heavy.
The most important part as far as I'm concerned. The amount of tricks even Valve has to do to get hair not looking completely broken is a shame.
why is the 3 missing in the telephone?
holy fuck valve, like seriously. :lol