Remove Culling Remove PC Remove Shaders
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Realistic Lighting in Justice with Mesh Shading

Nvidia

Recently, NetEase introduced Mesh Shader support to Justice. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. With so much potential of Mesh Shader, we conceive that it would be the main stream of future games.

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

Mircosoft Game Dev

and is intended to run on very old PC hardware as well as most older (still working) mobile phones. using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. GPUParticlesMaterial resource (or even an optional dedicated shader).

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Godot's new renderer, progress report #1

Mircosoft Game Dev

Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more flexible, GLES 3 GLSL compatible shader language. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. For Godot 3.0 (our

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Godot 3's renderer design explained

Mircosoft Game Dev

For example: On GLES3+ we can use UBOs to optimize shader parameters. This ensures great compatibility with all desktop PCs, mobile devices and WebGL 2. Shader abstraction. This may sound like the obvious way of doing things but, in truth, it creates a big bottleneck on allowing users to write shaders. Rasterizer design.

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