Remove Culling Remove Data Remove Debug
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Framerate Optimization To address this, Unity offers several profiling and debugging tools. 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.

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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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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

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

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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

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. Avoid deep recursion.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

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. Neither need to retrieve data. Physics pushes data to Rendering. How is this achieved?

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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). Note that some of the changes in 3.4

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Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ). Editor: Add custom debug shape thickness and color options to RayCast ( GH-49726 ). In-depth documentation is available.

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