12:12:30Colleen<shinmera> I'm running it on my shitty intel laptop and it's probably not implemented very efficiently yet in any case.
12:12:43Colleen<shinmera> rendering a point light shadow map requires rendering the scene 6 times
12:13:28Colleen<shinmera> so with two you have to render it 12 times, + final render
12:14:08Colleen<shinmera> Anyway, optimisation for later.
13:59:21hayleyBe strategic - note down the easy gains for later when someone wants it to run faster. Then you can look really clever when you implement said gains quickly.
14:00:38Colleen<shinmera> I mean, the biggest gain would be from implementing a renderer that isn't just a primitive forward.
14:01:28Colleen<shinmera> forward+ or clustered would be nice.
14:01:33Colleen<shinmera> but that requires compute shaders.
14:01:51Colleen<shinmera> I've been thinking about dropping the GL33 requirement
14:02:52Colleen<shinmera> plus, dynamic point lights with shadow maps are not done in most games.
14:03:07Colleen<shinmera> you usually bake them, or you only have like one of them.
15:10:39karloszi suppose since it's more difficult to run stuff on the nx the best course of action is to try to make stuff on linux as restrictive as possible to simulate the nx environent