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The cover illustration is from Tiny Pasture , an endearing literal desktop pet that has cute pixel art animals grazing at the bottom of your screen while you do other things. Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017 ). Developed by CaveLiquid ( Bluesky , website ), the game was just released on Steam.
Framerate Optimization To address this, Unity offers several profiling and debugging tools. 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 bottleneck can drastically affect performance, especially in visually demanding applications.
The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixeldata, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).
Also, take a look at the sprite data of the images that are showing up black… are any of them abnormally large? not file size large, but actual pixel size… if you have anything over 2k, I’d highly recommend making it smaller and testing. )
Fragment density map support When rendering for VR headsets, the pixels around the outside of the viewport are less important, because they will be somewhat distorted by the lens, and players will tend to turn their head rather than move their eyes too far from the center. 3D: Allow customizing debug color of Path3D ( GH-82321 ).
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. NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. The NVIDIA RTX UE4 4.25
New option to snapping 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions (new in 3.2.4 Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). C#: Official builds now use Mono 6.12.0.111.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
This model can generate code from natural language, translate code between programming languages, write unit tests, and assist in debugging. This open-source model can be used for various applications, such as code translation, summarization, documentation, analysis, and debugging. getbbox()[2] text_height = font.getmask(text_string).getbbox()[3]
LINEAR: Directly outputs pixels in LINEAR space, with weaker contrast than DEFAULT, retaining the original color of the image, suitable for situations where 1:1 presentation of art assets’ colors is desired. The following are the test result data: IV. Suitable for rendering needs that pursue realistic PBR effects.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Please try it out and report any issue.
Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). now requires Java 11 ( GH-53610 ).
Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). Please try it out and report any issue.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
NVIDIA Real Time Denoiser (NRD) NRD is a spatio-temporal API-agnostic denoising library that’s designed to work with low ray-per-pixel signals. Nsight Graphics Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with DirectX12, Vulkan, OpenGL, and OpenVR. In version 2.0,
Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). now requires Java 11 ( GH-53610 ).
Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Complain if casting a freed object in a debug session ( GH-51095 ). now requires Java 11 ( GH-53610 ).
Thanks to all pre-release testers who help us find and debug regressions! New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). stable soon™. Rewritten and greatly improved FBX importer.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
AI-powered Optical Multi Frame Generation takes the Optical Flow Field, motion vector data, and Super Resolution frames to create new intermediate frames Take full advantage of the next-generation neural graphics technology to bring next-level performance to your games.
New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rewritten and greatly improved FBX importer.
Reducing code and data divergence within hit shaders is helpful, especially with incoherent rays. Avoid direct conversion from vertex and pixel shaders. Generally, I don’t recommend converting vertex and pixel shaders directly to hit shaders. Optimize access to material data. Avoid deep recursion.
Retrieving data from VisualServer is slow, as it may need synchronization. Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). which looks really bad.
Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Estébanez ( RandomShaper ) has become an expert on this topic and made a number of improvements included in Godot 3.2.2 and Godot 3.3.
Scene from a 2D-pixel game called Gerel: Against the Corvus Empire , designed and developed by CGS grads. Build simple game levels and explore AI while also learning how to debug your gameplay to ensure it runs successfully in complex environments. Some hone in on game controls, trying to make them responsive and meaningful to players.
Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. To put it bluntly, it’s a simple weighted sum: while sampling the target pixel, sample some of the surrounding pixels and give each pixel a weight (the sum of the weights is 1.0). setPassInput(input, 'outputResultMap').addRasterView('GaussianBlurMap_TMP',
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