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by CyberDildonics 1300 days ago
I’m not an expert but I’m sure that’s not true

If you're not an expert why are you sure it's not true. Most games render a lightweight pass to do all rasterization to a g-buffer, then do the expensive shading later. This separates visibility from shading. If fragments are already occluded by the z-buffer they can be skipped as soon as they can test their z value against the buffer.

1 comments

Do you have my comments bookmarked or something? You reply to me with something negative to say far more frequently than if you came across them randomly. Can you give it a rest if you can’t manage to tone down the snide please?

As other comments say, including the original comment author, game engines actually do still rely on their own space partitioning to reduce draw calls. Source 2 just does it quad rather than binary. Source is still used in actively developed games and is still BSP, so it’s not true that the techniques are not relevant.