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by jblow
1581 days ago
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> if you aren't precise to the millisecond things will jump around It is correct that precision is very important here, but, a millisecond is way too coarse: at 120fps, a millisecond is 1/8 of the frame time, and you'd get horrible jitter. |
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10 Hz is already a slow strobe light; 1 ms deltas means that each flash is within ~1% of the correct color.
If you're doing something like raymarching in the pixel shader, then you might want sub-millisecond resolution. In 99% of normal shaders, I don't think so. That kind of precision comes into play more with moving objects, where a tiny time delta can mean the difference between a pixel being completely lit or completely dark. Even then though, bad time resolution is just as likely to manifest as motion blur or something.