Something for the technical minded people to appreciate..
The effect in Dirty Rally & Dirt 4 of checker-boarding on some trees is to simulate transparency during lod transition as frame transitions occurs.
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
The effect in Dirty Rally & Dirt 4 of checker-boarding on some trees is to simulate transparency during lod transition as frame transitions occurs.
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
So why are some models drawn like this? Could it be to save on fillrate or shading calculation? Not really because GPUs don’t have such granularity: pixels are shaded in square of 2x2, not individually. It’s not about performance, it’s about LOD transition: this dithering pattern makes opaque meshes look a bit transparent when they transition between LODs.
This technique is actually called alpha stippling.
