i dont know much about the parallel lua thing or actors but maybe that might be able to help, never used them but yeah just heard about them
nice, also W acerola same thing i used
(also quick plug here’s what my implementation looks like)
(these are the characters too " .∙⁚⁖⁘⁙⁜♼☗"
tried your gradient, and no character renders properly (ignore the red edges)
what font do you use? can’t seem to make it render ascii character properly; also how did you get it to 25 fps at 80x80 resolution? that seems fairly fast for 80x80
the font I used was Inconsolata, and im pretty sure the only reason im getting 25fps for 80x80 is because i just have a good cpu lol (also no gaussian)
no gaussian
so it is pure edge gradients or another preprocessing alternative
seems like it i guess
it still shows up as <?> might just be on my end
yeah its just pure edge gradients
it still shows up as <?> might just be on my end
weird
skipped the difference of gaussians step and got 0.2 frame refresh rate + 17 fps;
definitely more noisier though
i edited the source code of ComputeLua to poll faster with PreRender instead of task.wait (Heartbeat), which brings it from 0.2s DoG frame time to 0.06s DoG frame time, with 0.1~0.2 whole frame time, with the same FPS; while this might seem not so significant, it should help reserve more time for the raycast/sobel calculation
also hey you can try it out here: ascii shader - Roblox
let me know whats your fps
yoooo, I somehow made it 250% faster!!! I was experimenting with parallelism techniques and got a library prototype working, with it, it stands at 75ms compute time which is 13 SHADER FPS (shader and native fps are different)
I decreased the number of actors and it got to a stable 20 shader fps
It seems like I need to dynamically find the right amount of actors, since the less actors there are, the less lag thereof
When Difference of Gaussians and Sobel runs serially instead of in parallel, it gains a big increase in Shader FPS and lower compute times, but with lower FPS, which leads to less smoother gameplay. So I guess the parallelism will guarantee smoother experience, but with more overhead than the serial counterpart
i noticed that playing it windowed is better, and is actually playable too (10 fps but still playable)
did you try to use Actors?
ofc i did or else you’re gonna see a lot of choppyness, you should be able to tell from the debug window
do you mean better performance wise or just more convenient windowed, the code expects the screen to be as square as possible so maybe thats why it looks better