Remove Culling Remove Pixel Remove Tile
article thumbnail

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%.

article thumbnail

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,

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Beta 52
article thumbnail

Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
article thumbnail

Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
article thumbnail

Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
article thumbnail

Dev snapshot: Godot 3.4 beta 5

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ). In-depth documentation is available.

Beta 52