Voxel raymarch CPP : Early benching with RTX 4060 and iGPU Radeon 780M
Added AABB collision, which means I discard rays that do not intersect with the world box. Now I start iterating by starting as close as possible to the world border, and stop when I leave the world box.
Getting fast enough for what I want; 50+ on 4060 and 25+ on iGPU. With a world of 62x5x62 chunks of size 32x32x32.
https://github.com/lele394/CPP-OpenGL-ray-based-renderer/tree/7b1436c0e2b1ecdba61ca15fc41167a85ca7a9bd
Видео Voxel raymarch CPP : Early benching with RTX 4060 and iGPU Radeon 780M канала Léo BECHET
Getting fast enough for what I want; 50+ on 4060 and 25+ on iGPU. With a world of 62x5x62 chunks of size 32x32x32.
https://github.com/lele394/CPP-OpenGL-ray-based-renderer/tree/7b1436c0e2b1ecdba61ca15fc41167a85ca7a9bd
Видео Voxel raymarch CPP : Early benching with RTX 4060 and iGPU Radeon 780M канала Léo BECHET
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2 июля 2025 г. 20:07:43
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