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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

GUI: Use Viewport s default texture filter/repeat in GUI tooltips ( GH-103636 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). GUI: Label: Fix min. security fix) ( GH-104562 ).

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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Porting: macOS: Update mouse-entered state when subwindow closes ( GH-104328 ). This release is built from commit abef5e0d2.

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Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture.

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

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default. Rendering is significantly more efficient in Godot 4.0,

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Godot 4.0 optimization progress report

Mircosoft Game Dev

Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. The underlying idea of the algorithm is, in the first place, to do culling, then draw the effective parts of mesh. With MeshShaders, the culling algorithms we use can be of great flexibility.

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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.

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