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    #16
    Thanks Josh, we will be waiting for results!

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      #17
      The main difference between UE3 and UE4 is that we're using linear fp16 colors now and not gamma-space 8888 colors. Otherwise they should be pretty similar, for simple games that don't use any post-processing.

      There are three ways of doing it in UE4, all with their own performance and compatibility implications. The preferred (and fastest) is to use HDR fp16 render targets, if the device supports that. The second way is to use LDR 8888 render targets with mosaic encoding to contain HDR colors. The third way is to use LDR 8888 render targets with gamma-space colors. Then each shader will do sRGB conversion on read and write instead - manually with ALU instructions (^2 and sort).
      Last edited by [EPIC] Smedis; 03-27-2014, 04:51 AM.

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