Some more performance tweaks


Just some graphics performance tweaks.

Previously the tonemapping stuff needed 5 texture lookups per pixel per pass and 6 postprocess passes. Now it needs 7 texture lookups per pixel per pass, but only 2 postprocess passes. Which is to say that overall it halves the amount of GPU bandwidth needed for the effect. It seems to run better on my various laptops, although I haven't done any formal timing comparisons. I can also imagine some situations where this would perform worse than the old way, but on those machines it would have never performed well anyway so that's why I need to put in a graphics quality option for them.

I also went and disabled 16-bit float support for the water effect because it was never behaving correctly. Also, framerate adjustments never worked right either so I opted to make the water always run as if at 60fps regardless of the actual framerate. Maybe if I were a better programmer I could make the water physics not be so dynamically unstable, but I care more about looks than accuracy on something like this (since it's purely visual anyway).

I was planning on taking a break from working on Refactor entirely, but it seems to be the only thing I want to work on right now. A shame, since I have a couple of other projects I'm supposed to be working on right now. Oops.

Files

macOS, x86 64-bit 43 MB
Version cdfa1b7 Jul 11, 2017
Windows, x86 64-bit 30 MB
Version cdfa1b7 Jul 11, 2017
Windows, x86 32-bit 30 MB
Version cdfa1b7 Jul 11, 2017
LÖVE bundle (requires LÖVE 0.10.2) 26 MB
Version cdfa1b7 Jul 11, 2017

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