Post Processing News
The latest Post Processing coverage curated for game developers.
Acerola breaks down how a blur can be pushed to 20,000 FPS, or about 50 microseconds per frame, by treating it as a shader and sampling problem instead of a …
Babylon.js 9.26.2 lands with a useful grab bag for rendering and tooling teams: a new mesh blending post process, KHR_interactivity Phase 1 support, and fixes for a WebGL DoF seam …
Babylon.js 9.25.0 adds a batch of WebXR upgrades, including dynamic viewport scaling, tracked sources, depth-sensing lifecycle controls, composition layer limits, and richer controller haptics. The release also brings white balance …
Shapefarm is using Unreal Engine 5 to chase a very specific look in Orbitals: classic 80s and 90s anime with a retro sci-fi edge. The team leans on custom shaders …
For graphics programmers and technical artists, this paper points to a more practical way to design optics by accounting for how the image will actually be processed afterward. Published in …
Mobile/XR teams get a practical way to keep a few image effects from blowing up frame time: Unity 6.3’s URP now supports on-tile post-processing on Vulkan. It’s aimed at low-bandwidth …