Comments on: Image Space for Beginners <em>"[...] keep in mind the actual performance is dependent on the resolution of the screen, which may be less than desirable. As resolution increases, so does the number of fragments being processed."</em> From the positive point-of-view: the performance-cost of post process effects are predictable, because it depends <strong>only</strong> on the resolution of the screen and the complexity of the post-process fragment shader. It does not depend on e.g. the scene complexity: the number of rendered polygons, lights, etc. that can unpredictably vary a lot in a game. “[...] keep in mind the actual performance is dependent on the resolution of the screen, which may be less than desirable. As resolution increases, so does the number of fragments being processed.”

From the positive point-of-view: the performance-cost of post process effects are predictable, because it depends only on the resolution of the screen and the complexity of the post-process fragment shader.
It does not depend on e.g. the scene complexity: the number of rendered polygons, lights, etc. that can unpredictably vary a lot in a game.

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By: Nicolas Silvagni/2011/04/04/image-space-for-beginners/#comment-2358 Nicolas Silvagni Tue, 05 Apr 2011 12:08:55 +0000 yeah, it's from back when I was first playing with shaders in Unity a year or so ago. We use it in the GEL Lab and in a couple of classes at Michigan State. yeah, it’s from back when I was first playing with shaders in Unity a year or so ago. We use it in the GEL Lab and in a couple of classes at Michigan State.

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By: Richard Fine/2011/04/04/image-space-for-beginners/#comment-2341 Richard Fine Tue, 05 Apr 2011 01:44:08 +0000 Hell, I'd probably not even be able to do a fish that nice. Benefit of being a programmer is getting artists to do that for you :) Hell, I’d probably not even be able to do a fish that nice. Benefit of being a programmer is getting artists to do that for you :)

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