Archived from the original on 23 November Retrieved 18 July Archived from the original on 21 December Retrieved 6 May The solution that the Ubershaders — in development since [79] — present to the problem was to emulate the Wii's and GameCube's rendering pipeline by way of an interpreter running on the host system's graphics processor itself until a specialized shader has been compiled and can be used for future frames, at a lower cost to performance.
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