Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering
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Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering
#2Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering
#3https://github.com/microsoft/terminal/issues/10362#issuecomm...
Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering
#4This website almost crashed my m1 macbook pro (renders at 1 fps or something), so I guess point taken: rendering text is not simple!
Author: frontend technical lead, setting high code standards
Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering
#5This 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
#6Valve 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.
Re: Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering
#7SDF 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/