I've got one example on my mind: pixel art scaling algorithms like 2xSal and hqx.
At best they offer a half-there solution to what was never really a problem in the first place. But lately developers have found a way to use these alogrithms in a pretty genius way, as a means of smoothing very low-res shadow maps. (Arkham Knight is one notable example, and the first time I noticed it.)
It's a brilliant repurposing of a graphical technique with only limited previous utility, as it lets developers throw a bunch of low-res shadow maps at a scene without without a care, saving on performance and even delivering appropriately blobby shadows in those instances where you'd expect them.
But that's the only example I've got offhand. Can you think of any others?
At best they offer a half-there solution to what was never really a problem in the first place. But lately developers have found a way to use these alogrithms in a pretty genius way, as a means of smoothing very low-res shadow maps. (Arkham Knight is one notable example, and the first time I noticed it.)
It's a brilliant repurposing of a graphical technique with only limited previous utility, as it lets developers throw a bunch of low-res shadow maps at a scene without without a care, saving on performance and even delivering appropriately blobby shadows in those instances where you'd expect them.
But that's the only example I've got offhand. Can you think of any others?