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It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. The underlying idea of the algorithm is, in the first place, to do culling, then draw the effective parts of mesh. With MeshShaders, the culling algorithms we use can be of great flexibility. Actually, it works.
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. Use face culling only when required for correctness.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Core: Fixed false positives in the culling system ( GH-37863 ). The fix made in the 3.2
Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. C#: Allow debugging exported games ( GH-38115 ). feature set.
NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. Enjoy great scaling across all GeForce RTX GPUs and resolutions, including the new ultra performance mode for 8K gaming. Access the NVIDIA DLSS plugin for UE4 here. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25
Rendering: Portal occlusion culling. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Portal occlusion culling. Core: Promote object validity checks to release builds.
Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. generating terrain), because each thread can create content, then register it via a single channel. How is this achieved?
Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug. but going one step too far: in debug builds in 3.2.3, Various light culling fixes. This is particularly useful for files which you intend to process yourself from scripts based on their raw contents (e.g.
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