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? <
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