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W odpowiedzi do @Luos_83
Wait, is it that bad to use? i use it way to much
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W odpowiedzi do @DeLaetMilan
they should be used cautiously, but Ue4 handles them quite well.
@JKashaar (or any other amazing tech-person) can probably explain it better than I ever could though.2 odpowiedzi 0 podanych dalej 1 polubiony -
W odpowiedzi do @Luos_83 @DeLaetMilan
These days they're generally not a problem, just be aware that normally both inputs of the If get executed, so it's kind of more like a hard Lerp and doesn't save you any performance costs.
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Somehow this topic always brings out the heavy debates, would branching where the conditional is the same across the entire drawcall be more performant than a lerp? my understanding was that If-s are mainly bad if the conditional evaluates differently within a 2x2 quadrant
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Yes you're right. Dynamic branching incurs a performance cost if the conditional diverges across the pixel group (because the GPU processes multiple pixels in parallel). So if you use it essentially as a switch, it'll be fine.
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W odpowiedzi do to @calvinatorr@JKashaar i jeszcze
Alright, glad that stuck with me then
It seems to be a pretty finicky topic based on previous posts I've seen (Maybe cause the severity differs among engines?), it gets hard to gauge which one's correct sometimes2 odpowiedzi 0 podanych dalej 1 polubiony
It's very situational. For example if you wanted to switch between some additional feature you added it's probs cool. You don't want to use a lot of instructions checking the conditional. If you do want to use a divergent branch, then that's the tricky part
Wydaje się, że ładowanie zajmuje dużo czasu.
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