At Poez Inc. we had to upgrade our projects from 32bit to 64bit in memory address width to run on some Operating Systems and be as future proof as possible. As expected this did not go as smooth….
Continue Reading "Evolving from (32 -> 64) & Bit Sorcery!"A new technology that didn’t cut it to the game due to delays in buffer creation and recreation which defeats its very own purpose of reducing rendering latency. Khronos Group should optimize Framebuffer creation at the very least.
Continue Reading "Adaptive Resolution"