GLSL stands for openGL Shading Language, which is the specific standard of shader programs you'll see in the following chapters. There are other types of shaders depending on hardware and Operating Systems. Here we will work with the openGL specs regulated byKhronos Group. Understanding the histo...
First, let's clarify what exactly a Graphics Processing Unit (GPU) is. It's essentially a processor that uses several individually weak cores called shaders to render 3D graphics. GPUs can either be integrated into a CPU (as seen in Intel's mainstream CPUs and AMD's APUs), soldered onto...
What role does video random access memory (VRAM) play in graphics card performance? VRAM is dedicated memory on the graphics card used to store and quickly access textures, shaders, and other graphical data. More VRAM allows for smoother rendering of high-resolution textures and complex scenes....
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of 3D models, lighting, and shading requirements. The GPU starts by processing vertex data in the vertex shader stage. This involves calculating the positions of vertices in a 3D space and transforming them based on the perspective of the camera. It's where the shape of objects is determined...
Now, all RTX cards support ray tracing, and the most recent RTX 40-series GPUs have yet another way to cheat performance.SER, or Shader Execution Reordering, is available on theRTX 4090and RTX 4080, and Nvidia says it can boost performance by 25% in games with ray tracing. It works by...
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One thing you can do to help the situation is set a frame rate limit. This won’t solve frame time issues from things like shader compilation, but it can help frame pacing in poorly optimized games. Many games include a built-in frame rate limit, but you can also set one with your ...
a technical lighting artist focuses on the technical aspects of lighting and rendering. they work closely with artists and designers to create and optimize lighting setups, define shaders, and ensure that the visual quality of the lighting is maintained across different platforms or devices. they ...
The default render target is called the back buffer - this is the part of video memory that contains the next frame to be drawn. You can create other render targets with the RenderTarget2D class - in effect, reserving new regions of video memory for drawing. Most games render a lot of ...