Remove Culling Remove Mobile Remove Shaders
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. Another essential tool, the Shader Graph heatmap, provides a visual estimate of the cost associated with different Shader Graph nodes.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). and is intended to run on very old PC hardware as well as most older (still working) mobile phones. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ).

Beta 90
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

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.

Code 52
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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).

Beta 52
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Dev snapshot: Godot 3.5 beta 4

Mircosoft Game Dev

and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). Rendering: Use depth prepass to increase opaque render performance ( GH-70214 ).

Beta 102