pottuvoi

pottuvoi

Joined Member # 5828775
0 Posts 1 Replies 41 Reputation

There have been couple of things I have been wondering since you announced the engine. 1. As you decoupled shading from rasterization, do you actually subdivide polygons into a micropolygons like prman or some other method. (IE. shade in texture space.) 2. Can or is it reasonably artifact free to clamp shading rate to fixed 'resolution/sample' count when going for ultra high resolutions and how costly is going higher resolution after the sample limit is reached? <

50 Replies 164,963 Views