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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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If you DID want to use dynamic branching via nodes (you wouldn't in this case). You'd need a custom node and use Unreal's BRANCH macro. The assembler should identify both branches of the incoming result and correctly wrap them (Unreal is pretty smart, trust it!)pic.twitter.com/HdYzFBtKNn
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W odpowiedzi do to @calvinatorr@XaraVFX i jeszcze
Didn't know this branch was a thing, good to know. Thanks for all these explanations. I don't think about background stuff like this enough.
0 odpowiedzi 0 podanych dalej 1 polubionyDziękujemy. Twitter skorzysta z tych informacji, aby Twoja oś czasu bardziej Ci odpowiadała. CofnijCofnij
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Wydaje się, że ładowanie zajmuje dużo czasu.
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