Just a random dude.
The Z-buffering technique has already been used in realtime 3D computer graphics for decades, proved itself as a viable way to solve the visibility problem...
how z-culling is done in brahma, and why do z-buffers suck?
For 120+ Hz display devices, Brahma engine offers a very efficient anti-aliasing solution called 4xTSAA. Owing to subpixel precision of engine's geometry...
what is hybrid temporal-spatial anti-aliasing?
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