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OpenGL ES 2.0 model8/24/2023 ![]() ![]() What depth buffer format provides the best performance?.What is the effect on LRZ if discard/clip is used?.Can LRZ buffers and visibility streams be stored and reused?.What is the behavior on dynamic branching in fragment shaders?.Best single pass stereo? Texture array? Need GS?.Which has better performance, alpha test vs alpha blend?.What is the performance of user clip planes?.How are timer queries calculated in Adreno GPUs?.What is the Occlusion Query performance?.How many Occlusion Queries should I use?.Which is better: vertex stream or attribute fetching in VS?.Are there “no-copy’ paths available for other Snapdragon hardware blocks?.What is the optimal way to sort objects? Is front-to-back object submission needed or, given the tiling architecture, is that not necessary?.Vertex texture access or vertex texture fetch. ![]() Percentage Closer Filtering for depth textures.FlexRender™ technology (Hybrid Deferred and Direct Rendering mode). ![]()
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