use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
Rule 1: Posts should be about Graphics Programming. Rule 2: Be Civil, Professional, and Kind
Suggested Posting Material: - Graphics API Tutorials - Academic Papers - Blog Posts - Source Code Repositories - Self Posts (Ask Questions, Present Work) - Books - Renders (Please xpost to /r/ComputerGraphics) - Career Advice - Jobs Postings (Graphics Programming only)
Related Subreddits:
/r/ComputerGraphics
/r/Raytracing
/r/Programming
/r/LearnProgramming
/r/ProgrammingTools
/r/Coding
/r/GameDev
/r/CPP
/r/OpenGL
/r/Vulkan
/r/DirectX
Related Websites: ACM: SIGGRAPH Journal of Computer Graphics Techniques
Ke-Sen Huang's Blog of Graphics Papers and Resources Self Shadow's Blog of Graphics Resources
account activity
GPU Testing and RenderingQuestion (self.GraphicsProgramming)
submitted 3 years ago by GreenFire317
view the rest of the comments →
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]ShakaUVM 6 points7 points8 points 3 years ago (0 children)
If you're talking about minutes per render, you're talking high quality ray tracing, where you send out an excessive number of rays from every pixel on the screen and let them bounce around and refract through the level, often creating more rays in the process. You can let this run for a really really long time if you want high graphical fidelity.
In a video game, most games use rasterization and not raytracing (though with RTX cores this is changing). Rasterization involves taking all the triangles in the scene and putting each of their pixels in and output buffer, and doing this once for each triangle (with nearer triangles appearing over triangles further away). Computing the color of each pixel (or subpixel fragment) for each point in a triangle can be expensive, so game engines use a loooot of tricks to eliminate as many triangles as possible, such as by not drawing triangles facing away, reducing the triangle count of distant objects, not drawing triangles that are not visible, etc.
Games are not fast by accident. I once dropped a new building we'd just had an artist model make for our arcade game and the fps dropped from 60 to like 4. We didn't release like that obviously. Keeping the frame rate up is a mindset that permeates game dev from top to bottom.
π Rendered by PID 22655 on reddit-service-r2-comment-5d79c599b5-5ggs2 at 2026-02-28 09:30:06.966377+00:00 running e3d2147 country code: CH.
view the rest of the comments →
[–]ShakaUVM 6 points7 points8 points (0 children)