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Are particles created in Visibility Buffer deferred renderers viable for VFX in games and other real-time applications?

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Visibility Buffer Particles

Particles for use in a Visibility Buffer deferred renderer. The project consists in a main application, and 2 companion applications used to gather performance and visual test results. Please refer to the README file in each individual folder for more details about how to compile and run each application.

Main Application

The main C++ & GLSL Vulkan graphics application can be found under vBufferParticles (both source code and Windows 64 binaries).

Benchmarks Application

The vbparts-benchmarks folder contains a small C++/CLI application that runs a number of tests on the main application.

Benchmarks Results

The files generated by the vbparts-benchmarks application can either be read directly, or fed into the set of C# and HLSL results scripts available under Benchmarks-Unity, which are meant to be opened within the Unity game engine.

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Are particles created in Visibility Buffer deferred renderers viable for VFX in games and other real-time applications?

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