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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. The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. Rendering is significantly more efficient in Godot 4.0,

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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. This payload mechanism is very lightweight, similar to passing arguments to a function. Red fabric with golden texture rendered with Houdini XPU. NVIDIA OptiX 7.4

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Unlocking GPU Intrinsics in HLSL

Nvidia

A mechanism to support them in DirectX has been available for a while but not widely documented. This post explains the mechanism for using them in DirectX. Unlike OpenGL or Vulkan, DirectX unfortunately doesn’t have a native mechanism for vendor-specific extensions. More information is shared later in this post. ]

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. Previous versions of the engine provided users with a powerful, but obscured mechanism for preparing imported 3D assets.

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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.