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

PreMortem.Games

Overdraw optimization In cases where the GPU is pixel-bound, a common cause is overdraw, where pixels are shaded multiple times in a frame. This increases the likelihood of multiple passes being applied to the same pixel, taxing the GPU even more. In some cases, Solid Angle Culling reduced ARTAS processing time by 60%.

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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.

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Release candidate: Godot 3.2 RC 3

Mircosoft Game Dev

Editor: Fix import of AtlasTextures with semi-transparent pixels ( GH-35363 ). Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). Notable changes since RC 2: Android: Virtual keyboard now respects LineEdit max length ( GH-35438 ). Core/Editor: Various memory leaks fixed.

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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Then set the pixels per unit to 64 and click apply to update the sprites. Finally we update the culling mask and remove the default layer by clicking on it. We could use a mask to render that rectangle as a circle by using an image of a circle surrounded by transparent pixels and applying it as a mask to our mini map texture.

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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

NVIDIA DLSS Plugin for UE4 DLSS is a deep learning super resolution network that boosts frame rates by rendering fewer pixels and then using AI to construct sharp, higher resolution images. The NVIDIA RTX UE4 4.25 branches have also received updates. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25 and UE4.26.1,

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Unlocking GPU Intrinsics in HLSL

Nvidia

For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. For example, warp shuffle can be used to optimize memory access in algorithms like light culling. x, u1 mov r3.yz,

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Setting the Mood: Exploring Lighting and Mood in Game Art 

iXie gaming

Faster but less realistic, it determines colors based on how much of each pixel is covered by light. Optimize your lighting by using techniques like Levels of Detail (LODs) and culling. It’s more than just pixels and shapes; it’s a silent storyteller and the key to making games immersive. Rasterization.

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