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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. Overdraw can lead to excessive GPU workload, particularly in scenes with transparent materials, which don’t typically write to the depth buffer.

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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. Consider writing a safe default value to unused payload fields.

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2024 Cherry-picks

Mircosoft Game Dev

Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6 July The Godot robot plushies took the internet by storm.

Engine 40
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. 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). Core: Promote object validity checks to release builds.

UX 52
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Godot 3's renderer design explained

Mircosoft Game Dev

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. They allow very high-budget games to run better and, in the long run, make the job of writing drivers MUCH simpler to hardware manufacturers. in only 4k lines of code!) Full code completion.

Render 52
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Core: Fixed false positives in the culling system ( GH-37863 ). Windows: Per-pixel transparency no longer lets mouse events pass-through ( GH-39914. Porting existing 3.2 plugins should be fairly straightforward.

Debug 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). In-depth documentation is available.

Beta 52