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Title | Rich Davison – Game Engineering & |
Description | Defer all the Rich Davison Site Search Search for: Search Game Engineering & Research Uncategorized Defer all the things! June 25, 2021 by RDavisonAdmin I’m sometimes a |
Keywords | N/A |
WebSite | richdavison.co.uk |
Host IP | 69.163.162.248 |
Location | United States |
Site | Rank |
US$367,332
Last updated: 2023-05-18 02:26:07
richdavison.co.uk has Semrush global rank of 28,814,070. richdavison.co.uk has an estimated worth of US$ 367,332, based on its estimated Ads revenue. richdavison.co.uk receives approximately 42,385 unique visitors each day. Its web server is located in United States, with IP address 69.163.162.248. According to SiteAdvisor, richdavison.co.uk is safe to visit. |
Purchase/Sale Value | US$367,332 |
Daily Ads Revenue | US$340 |
Monthly Ads Revenue | US$10,173 |
Yearly Ads Revenue | US$122,067 |
Daily Unique Visitors | 2,826 |
Note: All traffic and earnings values are estimates. |
Host | Type | TTL | Data |
richdavison.co.uk. | A | 296 | IP: 69.163.162.248 |
richdavison.co.uk. | NS | 14400 | NS Record: ns2.dreamhost.com. |
richdavison.co.uk. | NS | 14400 | NS Record: ns3.dreamhost.com. |
richdavison.co.uk. | NS | 14400 | NS Record: ns1.dreamhost.com. |
Rich Davison Site Search Search for: Search Game Engineering & Research Uncategorized Defer all the things! June 25, 2021 by RDavisonAdmin I’m sometimes asked about which direction to take a renderer – should I use some form of forward lighting, or some sort of deferred lighting? For some, the decision boils down to which box to tick in Unreal or Unity, while for people developing their own rendering code, it’s which method to spend 10s (100s?) of hours perfecting. There’s pros and cons to both – forward lighting (used to) have a severe lighting limit, while deferred lighting suffers from bandwidth concerns due to the requirement to keep all of the lighting model parameters in a set of G-Buffer render targets, along with the issue of what to do about transparent objects. In recent years, it seems that the advent of methods such as Forward+ (and its various rendering relatives), allowing a large number of lights to be considered thanks to splitting the viewport up into a grid (or in |