Remove Content Remove Game Engine Remove Render
article thumbnail

3D Content Interoperability with Topology-Free Modeling

Nvidia

In addition, due to the topology creation process, 3D modeling is time consuming and has a high entry barrier for content creation. Changing the resolution of a finished mesh (for a mobile game, for example) requires an even less detailed model to run efficiently, forcing the modeler to recreate it from scratch.

Content 96
article thumbnail

Powerful Shader Insights: Using Shader Debug Info with NVIDIA Nsight Graphics

Nvidia

As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a. As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a frame.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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

Mircosoft Game Dev

has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.

AAA 145
article thumbnail

Five Unique Real-Time Rendering Tips from NVIDIA Experts

Nvidia

During the AMA, the editors offered some valuable guidance and tips on how to successfully integrate real-time rendering. Are there some rules of thumb one should follow when adding ray tracing (RT) applications like translucency, reflections, shadows, GI, or diffuse illumination to games? This works today.

article thumbnail

Dev snapshot: Godot 4.0 beta 16

Mircosoft Game Dev

Match RichTextLabel minimum size calculation with Label (proper content fitting) ( GH-71330 ). Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). The illustration picture for this article is from Halls of Torment , a roguelite action RPG with retro late-90s pre-rendered 2D graphics.

Beta 104
article thumbnail

[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. I hope to help you advance further in 3D game development. The rendering stages involved in Deferred Rendering.

Render 52
article thumbnail

Avalon seeks partners to build Web3 gaming’s interoperable future

Game Daily

CEO and founder Sean Pinnock acknowledges that the company’s core offering is a game engine, albeit one made from the ground-up to help resolve Web3 game development’s most pressing challenges. “We want to make it easier to build triple-A content that people can expand upon.”

Build 98