(Burn-in Test) EVGA GeForce GTX 1070 FTW with new VBIOS and Thermal Pads Tortured
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The main problem with my first ABuffer implementation (cf. my previous post) was that a fixed maximum number of fragments per pixel has to be allocated at initialization time. With this approach, the size of the ABuffer can quickly become very large when the screen resolution and depth complexity of the scene increase.