Remove Culling Remove Data Remove Texture
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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. It also has more useful built-in data types such as integer vectors. Textures which haven’t been used for some frames are freed instead. Core engine.

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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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Godot's new renderer, progress report #1

Mircosoft Game Dev

Refactor the Image class to include modern data types. Refactor the texture API to include more modern texture compression formats. Improve Culling: Portals (rewrite as polygon-based) and Rooms. drawn via texture), except that it always works using hardware (ES 2.0 does not mandate vertex texture fetch).

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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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Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

The payload registers are the mechanism NVIDIA OptiX offers for passing arbitrary data along with a ray, from the caller that traces a ray, and back. The limited size of the payload forced many to use local or even global memory buffers for passing ray data around, which can have a negative impact on performance. NVIDIA OptiX 7.4

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

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Godot 3's renderer design explained

Mircosoft Game Dev

Retrieving data from VisualServer is slow, as it may need synchronization. At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), A very harcoded way of passing user data to shaders is often used.

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