Quote:
Originally Posted by Hezzy002
Does it bottleneck during rasterization or transformation with the higher quality?
You could also probably get away by scaling up the polycount for the closer sections.
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I was curious and checked it out before. Simply running the loop at 64*64 with no math or rendering drops the fps down to about 8. Then the math/rendering drops it down to 3.
I was thinking about the scaling resolution as well, but that may be WAY too much work.