
lighting - What is the difference between PBR and SSR? - Game ...
2016年1月6日 · I am very new to game development and I have been trying to understand the difference between Screen Space Reflection and Physically Based Rendering. I have read about PBR, and from what I understand, it tries to mimic how light reflects in real life, which is it usually gets split to two components, specular and diffuse depending on the type ...
explanation of graphics settings - General game forum - Escape …
2017年8月4日 · SSR - Screen space reflection, projecting what you should see in reflections? For example a puddle or something? Anisotropic filtering - used to improve detail of surface texture at certain viewing angles SSAA - is supersampling? So that is used to remove aliasing/jaggies?
Newest 'ssr' Questions - Game Development Stack Exchange
2024年5月11日 · Q&A for professional and independent game developers. Stack Exchange Network. Stack Exchange network consists of 183 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.
raytracing - Efficiency - Cubemap or Raytraced reflection? - Game ...
2017年10月31日 · I'm an amateur in 3D game development. The thing I want to know is shading related. For reflection purpose, which will be the efficient way? Either "Realtime render to Cubemap" or "Ray trace based" reflection? In which way I will get better frames per second and my gpu gets less tired? No matter which API I use (e.g. DirectX, GL, GL ES, Metal).
Low fps on high end pc - General game forum - Escape from …
2023年8月18日 · In-Game Settings: Lower graphical settings: Try reducing settings like shadows, anti-aliasing, and texture quality to improve performance. Turn off or reduce post-processing effects: Effects like Depth of Field, Motion Blur, and Ambient Occlusion can impact FPS. Myjdfaccount Payment. Game Updates: Keep an eye on game updates and patches.
How can I enable flat surface reflections in UE4 on mobile?
2015年7月23日 · SSR does not work on mobile, neither do Sphere or Box Reflection captures. An alternative solution to get reflections working may be to use a Scene Capture Cube, but they don't work on mobile either. UE4 is suppose to be an amazing game engine but it doesn't even offer the ability to support reflections on mobile.
directx11 - Game Development Stack Exchange
2022年9月8日 · Unfortunately there is a last annoying problem I was not able to solve in this SSR HiZ shader. The problem is shown in green on the left picture and on right what I have without HiZ. It is annoying because I did not have this problem with my regular SSR shader whitout HiZ.
Shadowmapping in view space - Game Development Stack Exchange
I want to make it compliant with my screen space reflection (SSR) pipeline which works in view space. Is it possible to calculate the shadow map uv coordinate from a recovered viewspace position? Currently, I'm retrieving the viewspace position for my lighting made compliant with SSR using viewspace normals.
directx - Remaining artifacts in SSR methods - Game Development …
2022年5月30日 · First I suggest reading the thesis from Anthony Paul Beug (Screen Space Reflexion Techniques, 2020) that summarizes and compares several SSR techniques with code for DX and which gives several ideas for artefacts. In the picture panel A is the initial McGuire SSR method I implemented. The holes marked white are due to overlapping objects.
Highest scored 'ssr' questions - Game Development Stack Exchange
Q&A for professional and independent game developers. Stack Exchange Network. Stack Exchange network consists of 183 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.