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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. That brings us to a highly cost-effective rendering performance optimization solution called (Static Occlusion Culling, SOC) implemented in Cocos Cyberpunk. Occlusion Culling Let’s start with the following figure.

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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ).

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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). security fix) ( GH-104562 ). release.

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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to the player. This means grouping and rendering identical or similar elements together, which can be especially useful in dynamic interfaces with a lot of data.

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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Key Components of Multiplayer Games in Unity Networking: Manages data transmission between clients and servers. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Synchronization: Ensures that game states remain consistent across all clients. What worked?

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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

By merging compatible render passes into native render passes (on platforms like Vulkan, Metal, and DX12), Unity reduces the amount of data transferred between the GPU and system memory, significantly cutting down on memory bandwidth usage. Unity introduced Solid Angle Culling as an optimization to mitigate this overhead.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

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.

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