Deferred Pipeline w/ Physically Based Shading


Is anyone using this project ?
it’s very nice but it consumes a lot of resources, I have a nvidia 980 and I run at 30fps
Would it be possible to have a “complete” example (just map with buildings, rocks, vegetation… with sample physic/collision detection)
an example that would show how to have a performance virtual world
I tried to create a forest and I fall to 10fps in 1080p


Yes. I’m using this project. You can check out my latest gameplay videos as examples:

I’m using only those plugins:

  • bloom
  • color_correction
  • forward_shading
  • smaa

So I have disabled everything else.

The game runs at 40-50 fps on mobile nvidia 1050, it’s in pre-alpha state and still not optimized yet.