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Vrmac
Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
Check the other branches out! There is one for GTA Liberty City Stories[1], and another one for GTA Vice City[2].
This project enabled people to port GTA to the PS Vita device[3]. This device hasn't seen any games from the franchise, so this is a big thing.
[1] https://github.com/GTAmodding/re3/tree/lcs
[2] https://github.com/GTAmodding/re3/tree/miami
[3] https://github.com/TheOfficialFloW/re3
Where u_alphaRef is [ -1000; +1000 ] i.e. very large interval.
Don’t do that. Write another pixel shader for cases when you don’t need alpha tests. GPUs disable some optimizations (early Z rejection is one of them) when you calling discard in GLSL/HLSL.
3. Up to EID 5328, the game rendered the next frame. Starting from EID 5377, the game was finishing rendering of the previous one. That’s a good idea by itself, the problem with that, the temporary texture has size 40964096 pixels. Only top-center 38402160 portion was actually used. My desktop PC is fast enough to deliver 60 FPS, but on RPi you should not use textures much larger than necessary. All modern GPUs support non-power-of-2 textures, Pi4 included.
4. You are using 2x MSAA for the main pass. At least for my test cases on Pi4 (see e.g. this project https://github.com/Const-me/Vrmac ), even 2x MSAA ruined performance, if you use the same setting on Pi4, I think that contributed the most to the performance issue.
Try to disable MSAA and see what gonna happen. If you’ll find out it helps with the performance but the quality is too bad now, try to implement a cheap substitute somehow, search the web for FXAA and SMAA keywords.
premake is something like cmake. The sources are at https://github.com/premake/premake-core.
The binaries in the repo are from their github actions builds, from whenever I last updated the premake binaries in re3: https://github.com/GTAmodding/re3/pull/945