I posted a bug about this, but still am waiting for a response so what the heck:
Has anyone else had the experience where using a custom lens shader seems to change the size of the ray derivatives quite a bit? We wrote a fisheye shader that we're using for planetarium productions.
One example: vm_geofilterwidth needs to be increased 2-4X to match what a standard ASAD lens looks like.
Another example: displacement dicing seems to be a lot more memory intensive, probably because the dicing width in screen space is smaller.
Lens shader ray differentials
1910 2 0- jpparkeramnh
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- jpparkeramnh
- Member
- 178 posts
- Joined: Jan. 2013
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- jpparkeramnh
- Member
- 178 posts
- Joined: Jan. 2013
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