ludic/packages/ludic.render3d
Orkuncakilkaya ae52e9c4da feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
The shipping default had NO anti-aliasing at all: the temporal resolve was removed, the
setting's first option went on saying "Temporal", and MSAA defaults to one sample, so
every machine without DLSS drew grass and needle cards with nothing smoothing an edge.

FXAA in the sharpen pass, which already reads the neighbourhood and runs last on the LDR
image. No history, so it cannot drag or smear a reflection. 25.5% less single-pixel
staircase on edge pixels.

The trap, recorded because it inverted the result: the unsharp delta must be computed
from the RAW image and only then applied to the anti-aliased colour. Centre from FXAA and
neighbours from the raw texture measures half smoothing and half signal, so the mask
sharpens precisely what FXAA softened - 29% WORSE than no anti-aliasing at all.

Depth of field for the photo mode: a disc whose radius is the circle of confusion,
normalised by focus distance so a landscape shot is not a macro, with taps rejected
unless they are at least as out of focus as the pixel they blur into - which is what
stops a sharp foreground haloing into a blurred background. Between the scene and the
bloom, so a blurred highlight still blooms. Skipped whole when the aperture is shut.

400 frames in ordinary play: GL 7.1 s, VK 7.2 s - the lens does not draw there.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 17:38:25 +03:00
..
shaders feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
actor.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
assets.manifest feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
camera.ludic feat(render3d): DLSS super resolution and Reflex through NVIDIA Streamline 2026-09-15 19:26:12 +03:00
collide.ludic feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
daylight.ludic fix(render3d): the ground keeps more of its own colour, and the rock keeps all of it 2026-09-19 16:29:17 +03:00
drawstats.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
env.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
FEATURES.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
fmath.ludic feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do 2026-09-15 09:52:12 +03:00
gltf.ludic render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default 2026-09-15 16:44:00 +03:00
gpu.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
gpu_manifest.ludic feat(render3d): read the SPIR-V manifest the way a Vulkan backend will 2026-09-15 10:41:43 +03:00
gpu_vk.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
gpu_vk_draw.ludic fix(window): the title a program passes to gl_open / gvk_open reaches the window 2026-09-17 14:02:23 +03:00
gpu_vk_res.ludic feat(render3d): HDR10 output, and DLSS that stays still 2026-09-15 20:06:18 +03:00
grass.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
mesh.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
overlay.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
package.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
post.ludic feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
prof.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
programs.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
quat.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
r3d.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
render.ludic feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
scatter.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
shadow.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
skin.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
sky.ludic perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00
stream.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
streamline.ludic feat(render3d): gate R3D_* switches behind R3D_DEV in windowed builds 2026-09-16 13:21:51 +03:00
terrain.ludic Merge the R3D_DEV gate: render3d's debug switches only in headless or R3D_DEV builds 2026-09-16 15:31:54 +03:00
texture.ludic feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
water.ludic Merge the R3D_DEV gate: render3d's debug switches only in headless or R3D_DEV builds 2026-09-16 15:31:54 +03:00