The PS4 remake fixed this by redoing the balance and animation to match the original PS2 version. The PS3 remaster of SotC didn’t know this and the game runs at full frame rate at all times which means the game is much, much harder. None of that was intentional, but ended up being copied by later games because slowing down time when you get hit or do damage feels good. Which happens pretty much every time the player is hit or is fighting a big boss. And runs at a fixed time step so when the frame rate slows down, so does the game. Shadow of the Colossus also only runs at an average of 20fps, or less. Something you’d do today with a shader as doing it the way SotC did with a modern GPU would kill frame rate. Like Shadow of the Colossus, which apart from the fur also did stuff like full screen depth and motion blur by just rendering multiple transparent full screen copies of the frame buffer over and over with slight position and scale changes. That meant a lot of PS2 games could pull off effects that were difficult or impossible to do on the rival systems by just rendering a lot of stuff on top of each other. But what it did have was an insane amount of fillrate for the resolutions most games of the era ran at. It didn’t have a lot of power to push complex geometry, or really anything like what you might call shaders today. The PlayStation 2 was kind of a unique bit of hardware. ![]() It's not possible to put numbers to it, so that is why in realtime graphics, you pick a min spec machine and test it on it, you can guarantee it works well on a minimum specification.Īlso if you intend on combining any of those meshes, it won't sort properly. In fact everything here is bad for performance. There is no optimising what you've done there, except do less, use a cheaper shader (non pbr is a good start) and less polys. This is why your thinking must change from "viewed" as it implied you can optimise or something. ![]() It maximises how much over-draw or re-painting it has to do for quality. I can guarantee this technique you've chosen is extremely slow though. How much is it for a mobile? which mobile? How about a switch? How about any of the hundreds of different GPUs out there today? What about CPUs since it affects CPUs too with draw calls and so on. ![]() Your question of how much is impossible to answer. The key realisation you have to make is nothing is "viewed" - it is instead painted from back to front (for transparent), so you are re-painting all that over and over. The more you overlap, the worse it will become. For each thing you draw you pay the cost of the pixel shader running again on those pixels (if transparent), and the cost of objects, verts.
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