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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@XaraVFX i jeszcze
If I understand this right (which I probably don't), this isn't a good use case? This is how I use it a lot, to have a texture mapped over an gradientpic.twitter.com/ioRiDPeDPt
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Those nodes should compile to roughly this. UE's HLSL assembler will decide whether to flatten the branch or not usually so you should generally trust it - in this case I'm pretty sure it'll be flattened. This will also evaluate to essentially the same as step(x, y)
pic.twitter.com/4xBfakAlhA
Wydaje się, że ładowanie zajmuje dużo czasu.
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