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Opacity Micro-Map (OMM) for improving RT performance in scenes with heavy alpha effects. OMM allows you to efficiently map complex geometries, such as dense vegetation and foliage, onto triangles and micro-meshes, providing high-level performance in detailed scenes. OMM SDK 1.0 is available to all developers.
Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API. Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). As we are approaching an Alpha release, Godot 4.0
In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Rendering: GLES3: Fix broken normals in meshes with blend shapes ( GH-59159 ) [regression fix]. Rendering: Fix alpha scissor support with depth_draw_opaque ( GH-58959 ).
Maybe spine outputs skinned meshes that don’t support instancing? The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed. Nothing special, but I’ve attached it below. I’m wondering if it’s user error, or working as intended. Either way, thanks for your time! Cocos version: 3.8.1
If you care about using meshes separately, it is also possible to tell Godot to save them as files. Reimports will overwrite those meshes, though. debug settings, different bit depth, demo version of a game with less files, etc.). If you only care about materials, it is possible to tell Godot to save them as separate files.
There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. features this month ( 2D meshes , 2D skeletons and AnimationTree docs). IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1
Thanks to the development work done by Alket Rexhepi and Bojidar Marinov , this frontend will soon reach the alpha status and be announced officially, so that all community members can start submitting assets to the library. As of the 2.1 New plugin API. Together with the Asset Library, we have introduced an EditorPlugin API for Godot.
Enable the use of any-hit shaders only for those geometries that need it; for example, to do alpha testing. Invoking any-hit shader, typically for performing alpha testing, for non-opaque triangles interrupts hardware intersection search. Consider alpha testing instead of blending. Instances should share the base mesh BLAS.
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