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Shadow of the tomb raider definitive edition vs standard
Shadow of the tomb raider definitive edition vs standard












Aside from the memory/complexity cost of having at least an extra shader for all opaque objects, they need to be accurate to avoid popping. You need a separate variant that does if you’re going to swap an opaque object for a transparent one. Needs extra shader(s): If you have a deferred renderer, your opaque shader doesn’t do any lighting.Alpha blended objects don’t render into the depth buffer this early due to sorting issues. Depth prepass-friendly: By rendering it like an opaque object and puncturing holes, we can still render into the prepass and take advantage of early-z.There are many disadvantages to alpha blending over fizzle fading. You might be asking yourself why not use alpha blending. Once LOD 0 completely disappears, only LOD 1 will render.Ī pseudorandom texture and a probability factor allow us to discard pixels that don’t pass a threshold. In this frame, LOD 0 has almost disappeared while LOD 1 is almost fully rendered.

shadow of the tomb raider definitive edition vs standard

They’re visually indistinguishable at a distance, and yet one is 3 times cheaper. The first LOD is 182226 vertices, whereas the second LOD is 47250. It seems to be rendering twice, but in reality it’s rendering a high LOD and a low LOD at the same position, each rendering to the pixels the other is not rendering to. It’s a common way to fade objects in and out at a distance, either to later replace it with a lower quality mesh or to completely make it disappear. It’s a relatively cheap pass that will pre-populate the Z-buffer with depth.Īn interesting thing I found is a level of detail (LOD) technique called ‘fizzle’ or ‘checkerboard’. In short, the GPU can avoid running a pixel shader if it can determine it’s occluded behind a previous pixel. A concise article by Intel explains further. The game renders the biggest objects (rather the ones that take up the most screen space), to take advantage of the Early-Z capability of GPUs. Depth PrepassĪ customary optimization in many games, a small depth prepass takes place here (~100 draw calls). I chose a frame with atmospheric and contrasty lighting where the engine can show off. Lara is inside the enemy base at nighttime.

shadow of the tomb raider definitive edition vs standard

I can safely say without spoilers that in this frame bad guys chase Lara because she’s looking for an artifact they’re looking for too, a conflict of interest that absolutely must be resolved using weapons. The engine offers the choice between a DX11 and DX12 renderer I chose the latter for reasons we’ll see later. I used Renderdoc 1.2 to capture the frame, on a Geforce 980 Ti, and turned on all the bells and whistles. Its rendering can be broadly classified as a tiled light-prepass engine, and we’ll see what that means as we dive in. Tomb Raider used the Crystal Engine, developed by Crystal Dynamics also used in Deus Ex: Human Revolution. For the sequel a new engine called Foundation was used, previously developed for Lara Croft and the Temple of Osiris (2014). The game is story focused and, like its prequel, offers enjoyable crafting, hunting and climbing/exploring mechanics.

#Shadow of the tomb raider definitive edition vs standard series

I personally find both refreshing as they move away from the stagnating original series and retell the Croft story. Rise of the Tomb Raider (2015) is the sequel to the excellent Tomb Raider (2013) reboot.












Shadow of the tomb raider definitive edition vs standard