Remove Culling Remove Feature Remove Render
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

It includes major improvements all across the board in features, performance, and usability. 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).

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I quickly felt at home and I started focusing on 3D editor and rendering contributions. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0 My first task will be integrating an occlusion culling system into the new Vulkan renderer. finish line.

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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

As many of you have probably heard, a new rendering backend is being worked on for Godot. Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Refactor the rendering API to make it easier to understand (and contribute to!).

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Godot's new renderer, progress report #3

Mircosoft Game Dev

It's been a month since the second progress report , and progress continues towards the new Godot renderer. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Add Layered/Stencil rendering. renderer works entirely in linear space (Gamma is no longer supported). Introduction. Implement Decals. Glow Processor.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Improve Culling: Portals (rewrite as polygon-based) and Rooms. Add Layered/Stencil rendering. Introduction.

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Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

comes with a new feature to support the parallel compilation of OptixModule objects containing multiple functions. Deserted house in the night, rendered In RedShift. Blue car on the street with sunlight , rendered In RedShift. Red fabric with golden texture rendered with Houdini XPU. Faster compile times NVIDIA OptiX 7.4