What is better on frame rate? Reflections or shadows?
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- Shadows VS Reflections
Author Topic: Shadows VS Reflections (Read 1250 times)
11Dogs
both can kill your project if you don't use em judiciously...
i'm finding that out the hard way...
make your shadow volumes as simple as possible...
particle imposter reflections with envmaps can extract a heavy load...
--Mike
i'm finding that out the hard way...
make your shadow volumes as simple as possible...
particle imposter reflections with envmaps can extract a heavy load...
--Mike
11Dogs
make your shadow volumes as simple as possible...
Could you share how to do this? It would be greatly appreciated! But, if not, I understand. Thanks for the response!
idk but reflections are more important than shadows
the gamer won't look at the shadows and leave the game
good luck with your reflection ( its more important )
the gamer won't look at the shadows and leave the game
good luck with your reflection ( its more important )
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the gamer won't look at the shadows and leave the gameactually... one of the first things i find myself looking at is the shadows... not the static shadwos from the buildings.... the shadows cast by the dynamic objects...
first i look to see if there actually are shadows being cast... then i look to see if they're real shadows or blobs...
reflections too... especially in water scenes...
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Insert Quotejust make the sahdow volumes from the same basic shape... only without the detailed parts and cutouts...
Quote from: Mike Hense on October 14, 2011, 04:31:25 PM
make your shadow volumes as simple as possible...
Could you share how to do this?
--Mike
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