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Godot 4.0 optimization progress report

Mircosoft Game Dev

Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. since early alpha releases; follow them on Twitter for updates. Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ). What's new.

Beta 102
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix alpha hash by correcting typos and doing calculations in object space ( GH-68673 ). Rendering: Default to OpenGL3 driver when using the project manager ( GH-67593 ).

Beta 90
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. since early alpha releases; follow them on Twitter for updates. Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ). What’s new.

Beta 79
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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Moving the CPU work to one or more worker threads is potentially beneficial.

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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Finally we update the culling mask and remove the default layer by clicking on it. This will be the mask which shows or hides part of our map based on the alpha value of the mask texture we will add. Masking allows us to show only a portion of a texture based on the alpha value of another texture.

Texture 52
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Practical Use of Render Textures

The Knights of Unity

I have also set up Culling Mask so that the camera captures only the things with the correct layer. This way, it doesn’t have to render unnecessary elements twice, and the captured texture has black background, so I can use it as alpha. This is not obligatory though, you can also render everything.

Texture 52