Remove Build Remove Culling Remove Shaders
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Another essential tool, the Shader Graph heatmap, provides a visual estimate of the cost associated with different Shader Graph nodes. Developers can leverage this feedback to make informed decisions when optimizing shader programs. Unity introduced Solid Angle Culling as an optimization to mitigate this overhead.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

Recently, NetEase introduced Mesh Shader support to Justice. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With so much potential of Mesh Shader, we conceive that it would be the main stream of future games.

Mesh 52
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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

Topics include: General tips Maximizing GPU utilization when building Memory allocations Organizing geometries into BLASes Build preference flags Dynamic BLASes Non-opaque geometries Particles General tips Consider async compute for AS building. Consider worker threads for generating AS building command lists.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The goal for Godot is to provide a great set of building blocks that can be used and combined to create more specialized game functions and tools. Specialized artist UIs.

AAA 145
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

They've been building upon Godot 4.0 Buildsystem: Allow building X11 without Vulkan ( GH-70677 ). GDScript: Register enum type names in release build ( GH-64253 ). Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). NET 6 build (C#, GDScript, GDExtension). 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: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET

Beta 90
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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

alpha builds and maintenance releases for the stable branch ( 3.4.3 , 3.4.4 and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view.

Beta 52