OREON ENGINE | OpenGL vs Vulkan | Antialiasing Deferred FFT Water | Java LWJGL @oreonengine9444 | Uploaded June 2018 | Updated October 2024, 3 hours ago.
This video demonstrates a realtime performance comparison of OpenGL and Vulkan.
The performance is measured in fps and CPU load.
The rendered simulation is a Deferred Lighting FFT water and atmosphere simulation with post processing Bloom and 2x-8x Multisample Antialiasing + FXAA.
2x MSAA: youtu.be/ZShcPXLVsa8
2x MSAA + FXAA: youtu.be/ZShcPXLVsa8?t=19s
4x MSAA: youtu.be/ZShcPXLVsa8?t=38s
4x MSAA + FXAA: youtu.be/ZShcPXLVsa8?t=56s
8x MSAA + FXAA: youtu.be/ZShcPXLVsa8?t=1m11s
The research paper of the FFT ocean theory background:
tubdok.tub.tuhh.de/handle/11420/1439?locale=en
Rendered with Oreon Engine: github.com/oreonengine/oreon-engine
This video demonstrates a realtime performance comparison of OpenGL and Vulkan.
The performance is measured in fps and CPU load.
The rendered simulation is a Deferred Lighting FFT water and atmosphere simulation with post processing Bloom and 2x-8x Multisample Antialiasing + FXAA.
2x MSAA: youtu.be/ZShcPXLVsa8
2x MSAA + FXAA: youtu.be/ZShcPXLVsa8?t=19s
4x MSAA: youtu.be/ZShcPXLVsa8?t=38s
4x MSAA + FXAA: youtu.be/ZShcPXLVsa8?t=56s
8x MSAA + FXAA: youtu.be/ZShcPXLVsa8?t=1m11s
The research paper of the FFT ocean theory background:
tubdok.tub.tuhh.de/handle/11420/1439?locale=en
Rendered with Oreon Engine: github.com/oreonengine/oreon-engine