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At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.
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). and is intended to run on very old PC hardware as well as most older (still working) mobile phones.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
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.
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.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.
The latest release includes some of the most highly anticipated features, such as Custom Render Pipeline , Light Probe , Reflection Probe and LOD. Kylin: Do you use the Custom Render Pipeline that is available with Cocos Creator v3.7? Is it compatible with mobile devices? New features in Cocos Creator v3.7
1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Jump to the Downloads section.
April Towards the end of 2023 we announced a collaboration with Google and The Forge to improve the performance of our Vulkan mobile backend. The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators! The work concluded in April, with the matching PR being split into the 4.3
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter.
You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. Anything behind the polygon will be culled from view. and backported to 3.5.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter.
Rendering: Portal occlusion culling. More rendering improvements. 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).
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. and backported to 3.5.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. and backported to 3.5.
Godot can render at frame rates independent from the fixed physics tick rate. This can lead to problems where the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, causing unsightly jitter. Anything behind the polygon will be culled from view. Physics interpolation in 3D.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
5 Overusing cameras, especially on mobile devices. Cameras render things on screen, and that’s a heavy process that is updated every second. Learning how to use occlusion culling will also help you in this case. If you’ve watched any of my videos, you’ll know what I’m talking about. If not, you have that inside Game Dev Pro. #5
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). New dynamic BVH for rendering and the GodotPhysics backends. GLES2: Improve PCF13 shadow rendering by using a soft PCF filter ( GH-46301 ). Rendering: New dynamic BVH ( GH-44901 ).
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). New dynamic BVH for rendering and the GodotPhysics backends. GLES2: Improve PCF13 shadow rendering by using a soft PCF filter ( GH-46301 ). Rendering: New dynamic BVH ( GH-44901 ).
A new software skinning for MeshInstance to replace the slow GPU skinning on devices that don't support the fast GPU skinning (especially mobile). New dynamic BVH for rendering and the GodotPhysics backends. GLES2: Improve PCF13 shadow rendering by using a soft PCF filter ( GH-46301 ). Rendering: New dynamic BVH ( GH-44901 ).
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Dynamic BVH for rendering and GodotPhysics. Rendering: Unified 2D batching. More rendering improvements. Dynamic BVH for rendering and GodotPhysics.
We know many users are excited about the coming improvements to 2D and 3D rendering in 4.0. Over the last few years we have completely overhauled the Godot renders. They now target Vulkan by default and we have created them with future support for Direct3D 12 and other rendering APIs in mind. has been added by Je06jm.
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