@TimSweeneyEpic - I'm still enraged by @SteamVR deciding the render target resolution with some "representative fragment shader" measurement. What your take on this?
Hmm, it seems like a system-determined default wouldn’t scale well across the range of apps with trivial scene and shader complexity to high scene and shader complexity, unless frame time were dominated by the cost of API-provided post-processing for lens and color correction.
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I think the assumptions that led to the decision are that most games are cpu bound and fragment shader bound but build with a min spec in mind. So let’s take the spare GPU power on supersampling.
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for users with higher end than min spec GPUs. I find this personally a premature abstraction. But I don’t have a traditional engine either. So curious how that works out for an U real type engine.
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New conversation -
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Regarding “if frametime were dominated by post...”. wouldn’t that be absurd?
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