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.
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Refactor
An album of games
Status | In development |
Author | fluffy |
Genre | Action, Rhythm |
Tags | ludonarrative-dissonance, mindfulness, minigames, Music, Retro |
More posts
- Updated to LÖVE 11.3Jan 17, 2020
- Updated to LÖVE 11.2Jan 19, 2019
- Tiny perf improvements, graphical tweaksAug 27, 2018
- Performance improvements in Little Bouncing BallAug 15, 2018
- Some small updates from user feedbackJul 10, 2018
- High-DPI support is backMay 16, 2018
- Take it to (LÖVE) 11May 16, 2018
- New monk designMar 05, 2018
- Bug fix with config stuffMar 03, 2018
- Lots of little UI tweaksMar 01, 2018
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