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Chapter 23. High-Speed, Off-Screen Particles — Iain Cantlay

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Render soft/volumetric particles to fractional-resolution RT to cut overdraw. Pipeline: solids → downsample depth → particles vs small depth → composite upsample.

Depth downsample: point sample → halos; max-of-samples shrinks silhouettes (hack, looks better). Soft particles free once depths available. SeparateAlphaBlend: RGB conventional, alpha product of (1−α). Mixed-res: Sobel edges → stencil mask → full-res particles only on edges. Best for low-frequency smoke/fog; not sharp debris. 4×4 mixed ~51 FPS vs 25 full at 1600×1200 8800GTX with heavy overdraw.

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