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Deep Water (3/6): Distance to Player Adaptive Particle Resolution 

Grant Kot
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Getting there! The new sparse grid performs really well and I am super excited to get adaptive resolution working. First I have made particle splitting much lower overhead. Next is adding adaptivity by distance to surface. And third is trying to maintain a stable particle count to match a stable target framerate.

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20 июн 2024

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Комментарии : 5   
@Metallian2112
@Metallian2112 3 месяца назад
Really looking forward to the adaptive resolution by depth of surface!
@boxicknowsbest9100
@boxicknowsbest9100 3 месяца назад
can't wait to see some deep water! :D
@g144hz
@g144hz 3 месяца назад
amazing work
@killogramm_b_b
@killogramm_b_b 3 месяца назад
Can you please give a bit more details on what you are using for rendering etc.? or EVERYTHING is custom built?
@GrantKot
@GrantKot 3 месяца назад
Rendering is custom too, I do have FSR3 integration for upscaling to 4K and plan to use some other things from FidelityFX, DirectXTK to help simplify the DX setup.
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