How to Rotate a Vertex by a Quaternion in GLSL
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Doing the work for everyoneIn our industry, one of the toughest decisions we continually face is how open we should be with our technology. On the one hand, developing cutting-edge graphics technology requires enormous investments. On the other hand, too much emphasis on keeping technologies proprietary can hinder broad adoption.It’s a dilemma we face practically every day, which is why we decided some time ago that those decisions would be guided by a basic principle: our goal is to support moving the industry forward as a whole, and that we’re proud to take a leadership position to help achieve that goal.The latest example of that philosophy is our work with dynamic refresh rates, currently codenamed "Project FreeSync”. Screen tearing is a persistent nuisance for gamers, and vertical synchronization (v-sync) is an imperfect fix. There are a few ways the problem can be solved, but there are very specific reasons why we’re pursuing the route of using industry standards.The most obvious reason is ease of implementation, both for us from a corporate perspective and also for gamers who face the cost of upgrading their hardware. But the more important reason is that it’s consistent with our philosophy of making sure that the gaming industry keeps marching forward at a steady pace that benefits everyone.