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Totk Shaders Portable

Running on the same aging Switch hardware, Nintendo and EPD Group had to pull rabbits out of hats—specifically, Shader Model 5.0 rabbits.

| Technique | Implementation in TOTK | | :--- | :--- | | | Depth prepass for opaque objects (shrines, sky islands). | | Wave Intrinsics | Uses NVIDIA shfl instructions for cross-lane communication in particle systems. | | Constant Buffer Updates | Ultrahand objects use per-draw constant buffers, updated via CPU every frame. | totk shaders

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