{"action":"closed","issue":{"url":"https://api.github.com/repos/pex-gl/pex-renderer/issues/70","repository_url":"https://api.github.com/repos/pex-gl/pex-renderer","labels_url":"https://api.github.com/repos/pex-gl/pex-renderer/issues/70/labels{/name}","comments_url":"https://api.github.com/repos/pex-gl/pex-renderer/issues/70/comments","events_url":"https://api.github.com/repos/pex-gl/pex-renderer/issues/70/events","html_url":"https://github.com/pex-gl/pex-renderer/issues/70","id":349762900,"node_id":"MDU6SXNzdWUzNDk3NjI5MDA=","number":70,"title":"Switch to half float rendering pipeline","user":{"login":"vorg","id":171001,"node_id":"MDQ6VXNlcjE3MTAwMQ==","avatar_url":"https://avatars2.githubusercontent.com/u/171001?v=4","gravatar_id":"","url":"https://api.github.com/users/vorg","html_url":"https://github.com/vorg","followers_url":"https://api.github.com/users/vorg/followers","following_url":"https://api.github.com/users/vorg/following{/other_user}","gists_url":"https://api.github.com/users/vorg/gists{/gist_id}","starred_url":"https://api.github.com/users/vorg/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/vorg/subscriptions","organizations_url":"https://api.github.com/users/vorg/orgs","repos_url":"https://api.github.com/users/vorg/repos","events_url":"https://api.github.com/users/vorg/events{/privacy}","received_events_url":"https://api.github.com/users/vorg/received_events","type":"User","site_admin":false},"labels":[{"id":352904040,"node_id":"MDU6TGFiZWwzNTI5MDQwNDA=","url":"https://api.github.com/repos/pex-gl/pex-renderer/labels/enhancement","name":"enhancement","color":"84b6eb","default":true}],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":2,"created_at":"2018-08-11T20:51:29Z","updated_at":"2018-09-14T19:31:02Z","closed_at":"2018-09-14T19:31:02Z","author_association":"CONTRIBUTOR","body":"We are currently using float (RGBA32F) buffers for everything. Google Filament engine mention switching to half float (RGBA16F) as one of their major optimisations.\r\n\r\n- [ ] change camera render targets to half float\r\n- [ ] lower fragment shader precision (compare to filament, three, babylon)\r\n- [ ] profile everything on a heavy scene like blocks or postprocesing"}}
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