Model Data + Near Plane & Detail Culling Dithering + Zone Reveal Fade + Wind & Character Displacement - #1010
Model Data + Near Plane & Detail Culling Dithering + Zone Reveal Fade + Wind & Character Displacement#1010RuffledPlume wants to merge 67 commits into
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Rebased off master & added detail model culling: DetailModelCullingDithering.mp4 |
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Wind & Character Displacement: ZoneRenderer.Displacement.mp4 |
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This was moved to PR: #1139 |
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…n varrock general store
* Zones which intersect with Camera use Discard Variant * Dynamic Models use discard Variant * This saves the performance penalty caused by the whole scene using a shader with `discard` causing earlyZ to be disabled
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@aHooder I've optimized the Dithering such that only Zones which intersect with the camera with a radius of 2 tiles draw with discard variant of the scene shader. Here a before & after: So I think it should be safe for this to be enabled by default? |
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I think we should keep some explanation of the format, since the layout no longer matches the vao binding layout |
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Removal of this check helps IGPU, since the staging buffer is meant to help coalcse the draws into a single drawCall |
The offsets & byte counts were kinda nice, but the |
Stale & mentioned issues have been resolved. The remaining issue at this point is the GPU performance, even with dithering disabled, but the PR is still a big win on the CPU-side & bringing feature parity with legacy, so this is arguably good to go.
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Uses ordered dithering to fade out geometry that is about to clip with the near plane