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Overdraw can lead to excessive GPU workload, particularly in scenes with transparent materials, which don’t typically write to the depth buffer. External bandwidth usage—such as reading and writing to the frame buffer—drains battery life and generates heat, causing mobile devices to throttle the GPU.
Auto-tiling in tile maps. In other engines, you have to provide many shader variants, mix HLSL with a metalanguage, error reporting is terrible and writing shaders is difficult in general. writing shaders is very easy! Auto-tiling in tile maps. Bullet Physics backend. New networked multiplayer API.
You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Scene: Write node groups on a single line when saving a.tscn file ( GH-52284 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ).
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