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Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering

cv.co.hu

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Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering

#4
post #2

This website almost crashed my m1 macbook pro (renders at 1 fps or something), so I guess point taken: rendering text is not simple!

And on my desktop, scrolling this page is painfully slow.

Author: frontend technical lead, setting high code standards

Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering

#5
post #2

This website almost crashed my m1 macbook pro (renders at 1 fps or something), so I guess point taken: rendering text is not simple!

And on my desktop, scrolling this page is painfully slow. Author: frontend technical lead, setting high code standards

what's worse is that scrolling doesn't actually work unless you have the text area focused/under the wheel... very weird. Which is even worse for PgUp/Down as who would think to focus the area first for scrolling???

Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering

#6
SDF seems to be one of the better solutions for text rendering.

Valve had this problem solved since 2007. I'd argue this technique is a big part of what gave TF2 its impressive visual style. That game ran at 100+ fps on hardware like the 8800GT at the time.

https://www.redblobgames.com/x/2403-distance-field-fonts/

Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering

#7
post #6

SDF seems to be one of the better solutions for text rendering. Valve had this problem solved since 2007. I'd argue this technique is a big part of what gave TF2 its impressive visual style. That game ran at 100+ fps on hardware like the 8800GT at the time. https://www.redblobgames.com/x/2403-distance-field-fonts/

SDF is awesome but even then it's not a silver bullet. It's a raster technique and some people want vector fonts or subpixel rendering.
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