Flexible Perspective Correction Plans (Patreon)
Content
After watching this gameplay video I've recorded today, I'm thinking that it might be a good idea to prioritize my plans for optimizing the general cases of perspective correction.
It's hard to pay attention to the framerate counter while actually playing the game, so, watching the recorded video gave me a better perspective. When analyzing the scenes where the framerate drops below 50fps, I think the high framerates could be sustained in many of them if the general cases of perspective correction receives the optimizations I've got in mind.
This needs some research first. I'll have the surface inspector tool in Retroquad print out some properties of the perspective correction, and look at the current version of the perspective correction code (while it's still fresh in my mind) to devise a proof-of-work algorithm for the optimization.
The basic idea is that since the 3D projection is non-linear, the perspective correction shouldn't be linear either. It should be flexible, to accommodate the actual needs of each possible perspective.
Another reason for me to try yet again to figure out a way to implement this optimization is that nobody has ever invented it before. I've searched for years, but couldn't find any mention of such a thing.