But that just results in a piece that's kinda ugly, not unethical haha
But that just results in a piece that's kinda ugly, not unethical haha
CPU Performance is 💩because Niagara's RigidMeshCollision interface lack a much needed rasterizing function, so I had to re-implement it from scratch in BPs for this proof of concept😅
CPU Performance is 💩because Niagara's RigidMeshCollision interface lack a much needed rasterizing function, so I had to re-implement it from scratch in BPs for this proof of concept😅
• Surface rendering → fast but miss fuzz.
• Volume rendering → high capacity but not efficient.
• We skip sorting, skip empty space and samples number (3‑9) that are found by rasterizing smooth, lightweight meshes → quality approaching 3DGS, much higher rendering efficiency.
• Surface rendering → fast but miss fuzz.
• Volume rendering → high capacity but not efficient.
• We skip sorting, skip empty space and samples number (3‑9) that are found by rasterizing smooth, lightweight meshes → quality approaching 3DGS, much higher rendering efficiency.
Hier geht es zur Rangliste mit Archiv 📊: www.pcgameshardware.de/Grafikkarten...
Hier geht es zur Rangliste mit Archiv 📊: www.pcgameshardware.de/Grafikkarten...
It has some issues currently mostly due to mismatches between the vector representation and the underlying landscape (e.g. near the coast), but nothing insurmountable.
It has some issues currently mostly due to mismatches between the vector representation and the underlying landscape (e.g. near the coast), but nothing insurmountable.
With DeftPDF, rasterizing ensures your graphics look perfect on any screen—making document work easier than ever.
Try it at www.deftpdf.com
#DeftPDF #PDFConversion #ProductivityTools #pdf #pdfeditor #convertpdf
With DeftPDF, rasterizing ensures your graphics look perfect on any screen—making document work easier than ever.
Try it at www.deftpdf.com
#DeftPDF #PDFConversion #ProductivityTools #pdf #pdfeditor #convertpdf
CPU-rasterizing Chads: uint32_t[width*height]
CPU-rasterizing Chads: uint32_t[width*height]
Partial rasterization: Text on every other page looked fuzzy.
Full rasterization: File blew up to 68Mb but didn't fix the problem.
No rasterization: 1Mb & perfectly legible! 🤔
Partial rasterization: Text on every other page looked fuzzy.
Full rasterization: File blew up to 68Mb but didn't fix the problem.
No rasterization: 1Mb & perfectly legible! 🤔
💀💀💀
💀💀💀
Except for how Affinity handles sprite-art. Actually sucks real bad with preserving them when you try to scale and how it handles rasterizing.
Except for how Affinity handles sprite-art. Actually sucks real bad with preserving them when you try to scale and how it handles rasterizing.
Maybe you could do something clever with rasterizing the enemies into an ID buffer or something and sampling the pixels for hits.
Maybe you could do something clever with rasterizing the enemies into an ID buffer or something and sampling the pixels for hits.
'cos i'm neurotypical
'cos i'm neurotypical