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  2. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.

  4. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color.

  5. Deep Learning Super Sampling - Wikipedia

    en.wikipedia.org/wiki/Deep_learning_super_sampling

    Nvidia advertised DLSS as a key feature of the GeForce 20 series cards when they launched in September 2018. [4] At that time, the results were limited to a few video games, namely Battlefield V, [5] or Metro Exodus, because the algorithm had to be trained specifically on each game on which it was applied and the results were usually not as good as simple resolution upscaling.

  6. Mesa (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Mesa_(computer_graphics)

    shader-db is a collection of about 20,000 shaders gathered from various computer games and benchmarks as well as some scripts to compile these and collect some statistics. Shader-db is intended to help validate an optimization. It was noticed that an unexpected number of shaders are not hand-written but generated.

  7. Say Goodbye to Input Lag With These Tried-and-True Xbox ... - AOL

    www.aol.com/goodbye-input-lag-tried-true...

    We evaluated each controller on its functionality, design, and price, keeping a close eye on comfort, lag, and battery life. Core Xbox Controller.

  8. High-dynamic-range rendering - Wikipedia

    en.wikipedia.org/wiki/High-dynamic-range_rendering

    DirectX 9.0 introduced Shader Model 2.0, which offered one of the necessary components to enable rendering of high-dynamic-range images: lighting precision was not limited to just 8-bits. Although 8-bits was the minimum in applications, programmers could choose up to a maximum of 24 bits for lighting precision.

  9. Dolphin (emulator) - Wikipedia

    en.wikipedia.org/wiki/Dolphin_(emulator)

    Continuing this year's earlier work on graphics performance-related matters, Dolphin developers implemented a solution for the long-standing problem known as shader compilation stuttering. [76] The stuttering is caused by the emulator waiting for the graphics driver to compile shaders required for new environments or objects.