Yeah you are correct my bad, Per-pixel shading isn’t inherently bad at a distance because the workload would obviously decrease with fewer pixels, but it can become performance intensive if the shader complexity remains unnecessarily high, basically if the shader isn’t using some sort of “distance” LOD to reduce calculations? I mean since we are occupying less pixels, why perform more computations for higher quality, if we can barely even see it in such a distance?
On a unrelated note, this is what I find kind of strange, why OpenGL hasn’t received Per-Pixel lighting, because I understand that shadow mapping on OpenGL is really bad for local lights, but it doesn’t mean that OpenGL itself is bad. Why not just have pixel lights on OpenGL but have them lack shadows? Because I feel like yes, that technology Roblox has showed off was nice, but why not just allow pixel lighting on OpenGL ES 3? Just make it not have shadows right? Since in OpenGL, the directional light, still uses per pixel lighting! Even when Roblox was using DirectX 9, the sun was still a per pixel lighting source. So why not have OpenGL have per pixel local lighting like future? Just disable the shadows?