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Godot 3.6 finally released!

Mircosoft Game Dev

This includes 2D physics interpolation and hierarchical culling, and 3D mesh merging, level of detail, tighter shadow culling, ORM materials, and more. After 2 years of development, Godot 3.6 is finally out and it comes fully packed with features and quality of life improvements!

Culling 103
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Concave mesh wrongly rendered?

Cocos

Culling is the keyword for this problem. I changed this property & the mesh was rendered correctly I wonder why material “builtin standard” doesn’t support this natively but need to set manually? Thanks so much!

Mesh 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. Recently, NetEase introduced Mesh Shader support to Justice. Q: What are you trying to achieve by adding mesh shading to Justice? Q: How do Mesh Shaders solve this?

Mesh 52
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Unity’s Frustum Culling and Depth Rejection techniques help reduce the amount of geometry processed by discarding objects outside the camera’s view or hidden by others. GPU Occlusion Culling adds another layer of optimization by skipping objects that are occluded by other elements in the scene, thus reducing unnecessary vertex processing.

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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. Mesh streaming : Models are loaded as low detail (few vertices). Mesh resource for each pass of the particle. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Godot 4.0 optimization progress report

Mircosoft Game Dev

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. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.

Culling 52
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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

Mesh 52