Abusing the framebuffer contents to do convincing-unless-you-stare-closely-at-them reflections is a time-honored tradition stretching back to the early 2000s. Nintendo pulls off this effect a couple of times in this shot:
From the username & submission history, I'm guessing you're the author of noclip.website & the associated youtube videos explaining various graphics effects in SMG/WW. Love your content!
Is that website supposed to work on mobile? I get a couple of microscopic icons on a black background and a message about a non-responsive script after a few minutes.
That was even cooler, agreed. Although on Firefox Mobile I need to turn down the gui1_x parameter to almost zero, otherwise I get these weird red polygon artifacts. And I get 15-ish fps. Chrome on the same device is flawless at 60fps.
Is this actually refracting through the glass? The distortion doesn’t seem quite correct.
I wonder if this is actually a clever cheat. Perhaps it’s actually not transparent, but a mirror surface and the cube map for reflections is actually just the skybox inverted. So instead of actually looking through the glass sculpture, it’s reflecting the inverted skybox.
Of course it's not a real, physically accurate refraction. That could only be done via raytracing (or maybe some obscure depth-peeling technique, which would be super slow).
It isn't about inverting the skybox, it is done in the same way as reflection mapping, but instead of reflection ray directions you use refraction ray directions.
The reason these can look off is because the image is flat and on a cube or sphere and doesn't have depth and exists infinitely far away. Sometimes cubes or spheres with a defined size are used to give a little more plausibility.
I am impressed. After a graphics card failure I'm running on Intel® HD Graphics 4600. It's more than adequate for work, but in this demo the frame rate started at 21fps and dropped to 15fps
Same results on my Galaxy S10 (60fps) and Core i7 laptop (<20 fps). I'm pretty sure there is a software explanation for this, instead of the phone CPU being more powerful.
I was trying to find anything specific about the iphone 12 gpu and i only found the same Apple 4 Core GPU.
I was not able to find any benchmark comparision either.
I found this, which is very unspecific:
"We didn't see as big a leap in graphics performance. On the 3DMark Wild Life test, the iPhone 12 hit 39 frames per second, while the iPhone 11 Pro Max scored an even higher 42 fps. But when we switched to the off-screen version of the test, the iPhone 12 Pro notched a higher 51 fps to the iPhone 11 Pro's 42 fps."
So if you don't have more details then i do, the basic assumption, you should make, is that its much easier to put much more silicon in a MBP than in a Smartphone and the chances, that a MBP is loosing against a Smartphone, would be very weird and very unrealistic.
And this has nothing to do with if someone likes apple or arm or whatever.
It is also not very easy to compare something like this if you don't know if there is a feature set difference and if one GPU can control 2-3 displays and the other only works for one display.
Simply by comparing my graphics demos running on my 13" MBP versus a recent iPhone or iPad Pro. The i-devices are usually slightly ahead (okay, my MBP is 5 years old by now, but progress has been slower on the Mac side than on the iPhone side).
It might not just be about fillrate though, I'm also seeing much higher drawcall throughput with Metal on iOS devices versus running Metal on Macs with Intel GPU. I guess the entire graphics stack is much better optimized on iOS.
Strangely, only ~50 fps in Google Chrome on my ultrabook laptop -- which has a Ryzen 7 4700U with Vega 7 graphics.
The Ryzen 7 4700U's integrated Vega graphics is far more powerful than Intel's UHD and Iris, and even more powerful than Nvidia's MX line of GPUs (MX150, MX250, etc).
Strange that it only got ~50 fps when someone else on this thread with a Intel graphics got 60 fps.
It's not doing the same rendering on iOS as on the desktop. The desktop version allows the body to be seen through the arm while the mobile version doesn't (looks really like a variant of a cube map on mobile).
https://noclip.website/#smg/HeavensDoorGalaxy;ShareData=AY,m...