So I was accumulating Monte Carlo samples using good old blending here, now I've switched to a compute shader explicitly blending into a storage texture and it is ~10x slower, interesting
So I messed with it a little and it seems that the storage texture itself isn't a problem (writing random values to it works with ~200 fps). Seemingly the core loop over the scene geometry is slower with compute. Interestingly, max ray depth doesn't affect the performance, as if it's prefetching all the data and then looping over it cached.
#gpu and #graphics folks, does anybody have a clue what's going on? This is wgpu-native, btw.
People like to say how it's so expensive to make video games today.
What makes it expensive?
Is it the high end hardware.
is it the fact that game devs like to make games 100gb+?
is it because voice actors want more money?
whatever it is, is it possible to get a good modern game that's atleast under 50 gb, that takes advantage of all the modern visual effects and graphic capabilities but not be so demanding and expensive making them?
It's funny because the newest call of duty is so big it had to be split up.
150 gb+ install size
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