| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 3 months |
| seen | Mar 27 at 17:04 | |
| stats | profile views | 1 |
|
Mar 26 |
comment |
Point Sprites vs Textured Quads in Open GLES 2.0 P.S. According to Apple the point size for PowerVR can range in size from 1.0 to 511.0 pixels. (developer.apple.com/library/ios/#documentation/3DDrawing/…) |
|
Mar 26 |
comment |
Point Sprites vs Textured Quads in Open GLES 2.0 Yeah I came to the same conclusion. Actually on the hardware I'm using (PowerVR GPU on mobile) I did not notice any difference between point sprites and quads which makes me wonder if the GPU isn't just doing quads anyway. |
|
Mar 26 |
awarded | Commentator |
|
Mar 26 |
awarded | Scholar |
|
Mar 26 |
accepted | Point Sprites vs Textured Quads in Open GLES 2.0 |
|
Mar 26 |
comment |
GLSL Motion blur on mobile.. possible at acceptable framerates? @Tetrad You might be right. Tinkering with the frame buffer might be invalidating the cache. On that basis it may actually be faster to perform multiple draw operations (to simulate blur). It seems counter intuitive but multiple draw calls should take full advantage of deferred rendering even though they'll be a performance hit for the actual draw call. Of course this is likely to look pretty terrible. |
|
Mar 26 |
awarded | Teacher |
|
Mar 26 |
comment |
GLSL Motion blur on mobile.. possible at acceptable framerates? So quick update. Even this solution is not enough unfortunately. Following the example here: xissburg.com/faster-gaussian-blur-in-glsl I still get only around 20fps. Reducing the samples to around 4 (from 14) I get 30fps which is better but still a big drop from 60. Looks like 2013 is not the year for post processing shader effects on mobile. Check back in 2 years. |
|
Mar 25 |
answered | GLSL Motion blur on mobile.. possible at acceptable framerates? |
|
Mar 25 |
comment |
GLSL Motion blur on mobile.. possible at acceptable framerates? @DigitalArchitect A comparable shader running on a desktop GPU (for much higher resolution) yields a frame cost of <0.5 ms. Although the GPU on mobile is obviously a lot less powerful, the resolution is also a lot less. But perhaps it's still too much for the little GPU to deal with. |
|
Mar 25 |
comment |
GLSL Motion blur on mobile.. possible at acceptable framerates? FYI Various tinkering with the texel lookup (i.e. not looking up at all) and reducing the number of samples got the framerate up to around 17fps, but still way too far off acceptable speeds. With no loops involved, that is just a single texture2D call I get 60fps so I don't think it's the FBO per se. |
|
Mar 25 |
comment |
GLSL Motion blur on mobile.. possible at acceptable framerates? @PatrickHughes Yeah I tried that, somehow even looping only once or twice the best I get is 10fps... Almost like it's hitting some sort of hard limit. |
|
Mar 24 |
asked | GLSL Motion blur on mobile.. possible at acceptable framerates? |
|
Mar 2 |
awarded | Supporter |
|
Mar 2 |
comment |
Improving performance of a particle system (OpenGL ES) Sigh.. gl profiling on Android is broken for me :/ (code.google.com/p/android/issues/…) |
|
Mar 1 |
comment |
Improving performance of a particle system (OpenGL ES) Haven't profiled yet.. but I will |
|
Mar 1 |
comment |
Improving performance of a particle system (OpenGL ES) The frame rate dips to about 40 fps from 60 as I approach, and pass 400 particles. Not sure of the exact ratio |
|
Mar 1 |
asked | Improving performance of a particle system (OpenGL ES) |
|
Mar 1 |
answered | Making a Box2D ball bounce to constant height |
|
Feb 23 |
awarded | Student |