Render & Chelovek
Chelovek Chelovek
Hey, I’m curious how you balance the need for high visual fidelity with performance constraints in real‑time rendering. What techniques or pipeline steps do you find most effective?
Render Render
I keep most of my scenes lean by baking what I can – lightmaps for static geometry, normal maps to fake detail, and I use LOD switches to swap in lower‑poly versions when things move away. Culling is a lifesaver – frustum, occlusion, and distance culling cut out a lot of unseen geometry. For shaders, I write them to be as cheap as possible: avoid branching, use a few packed uniforms, and I’ll fall back to simpler versions if the GPU is choking. Finally, I stay close to the target hardware: I test on a mid‑range card, tweak draw calls, batch static meshes, and keep an eye on overdraw. That way I can push detail where it matters and keep the frame rate up.