Remove Culling Remove Debug Remove Engineering
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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 My first task will be integrating an occlusion culling system into the new Vulkan renderer. While occlusion culling is not a silver bullet, it can give big performance improvements in a variety of scenes.

Render 54
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Godot 4.0 optimization progress report

Mircosoft Game Dev

are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. These test do culling on 10k objects. CPU Optimization.

Culling 52
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Realistic Lighting in Justice with Mesh Shading

Nvidia

NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. To learn more about the implementation and results, we sat down with Yuheng Zou, game engine developer at NetEase. However, careful profiling and optimization is required.

Mesh 52
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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. The NVIDIA RTX UE4 4.25 branches have also received updates. Access the NVIDIA DLSS plugin for UE4 here.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).

Beta 90
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Previous engines we have developed (we as in Juan Linietsky and Ariel Manzur) did not really use this architecture and everything was provided via simple classes with inheritance and polymorphism. This was fine, as our engine ran in a single thread (which was common, as most CPU architectures were single-core back then).

Render 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Our SCons setup used to have tools and target options that were combined to build either the editor or the export templates, and define whether it’s a “release” or “debug” build. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.

Beta 52