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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.

Files

Empire of Disorder: Putrid Scent / Atrium of Fate, by Tonhão

Running in the Retroquad game engine, version 0.19.1: https://www.patreon.com/mankrip Hardware: CPU AMD Ryzen 5 PRO 3350G 3.6Ghz 4MB Cache AM4 Motherboard Biostar A320MH DDR4 RAM 16GB 2666MHz DDR4 SSD 256GB Sata 6GB/s Map download: https://www.slipseer.com/index.php?resources/empire-of-disorder.118/ Notes: Dynamic resolution is glitching in a few occasions. Related videos: Part 1 • https://youtu.be/QpVfBeHpg9g Part 2 • https://youtu.be/W0a7L8Pe87I Part 3 • https://youtu.be/mhfQ10XB0yE

Comments

Ironhell

Hmm interesting, you can try emailing Michael Abrash Manoel to see what he thinks of it.