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Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Most importantly, if the game crashes for any reason, the editor does not crash at the same time (which could cause data loss). Highlights Many features originally intended for 4.3 ended up making it into 4.4
Editor: Always allow selecting any rendering driver in the settings, add auto option ( GH-103026 ). Rendering: Fix debug CanvasItem redraw rects in RD renderer ( GH-103017 ). Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.
NVIDIA Nsight Developer Tools provide comprehensive access to NVIDIA GPUs and graphics APIs for performance analysis, optimization, and debugging activities. NVIDIA Nsight Developer Tools provide comprehensive access to NVIDIA GPUs and graphics APIs for performance analysis, optimization, and debugging activities.
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 ).
This version optimizes some rendering and lighting capabilities, fixes a series of key issues recently reported by users, and recommends that all v3.x Engine • Added DebugView at runtime UI control renderingdebugging function. Skip rendering when the UI element Opacity is 0. Cocos Creator 3.7.2 was released last week.
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. One of the fundamental challenges in real-time rendering is reducing GPU latency to improve frame rate. Another important consideration is transparency.
The paper shows how a single language can serve as a unified platform for real-time, inverse, and differentiable rendering. For more information about practical examples of Slang with various machine learning (ML) rendering applications, see Differentiable Slang: Example Applications. Bring ML training inside the renderer.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. 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. Running the whole graphics rendering in a separate thread.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.
Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Rendering is even more straightforward, just use the Graphic component and draw lines directly. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data.
Differentiable Slang easily integrates with existing codebases—from Python, PyTorch, and CUDA to HLSL—to aid multiple computer graphics tasks and enable novel data-driven and neural research. Rendering is highly nonlinear, so linear operations on texture maps do not produce the correct linearly changing appearance.
His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12. Our first thought is to render some highly detailed models which may need insane number of triangles. Compute or draw indirect may be fine, but we do need to make a huge change on the rendering pipeline. Actually, it works.
A game server runs a version of the game code that does not render any game graphics, but contains core game logic and maps. Session data did not need to be stored persistently, making ElastiCache for Redis an ideal solution for speed and scaling to player demand as needed. nDreams used Redis to store active player and game sessions.
This version has not only significantly enhanced performance and rendering but also improved editor experience and stability, which is recommended for everyone to upgrade. Rendering Enhancements 1. The new customizable rendering pipeline mainly has the following benefits: In Cocos Creator 3.8.4 more stable and mature.
First of all, the whole driver of the game is divided into the data part and the display part. The data part is based on the cocos editor plugin for data construction. Since we don’t want to render the scene once to get the depth map, we also don’t need a depth map for a specific angle, such as the top depth map for a rain mask.
This order of events can't be escaped, as logic affects physics and rendering needs both information from logic and physics to display. Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists.
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. add circle rendering. render meshes. add ninepatch rendering.
Frame Generation uses AI rendering to generate entirely new frames with best-in-class quality and responsiveness. Powered by these three technologies, DLSS 3 enables upwards of 4x performance boosts, providing headroom for next-generation, path-traced rendering. Toggle the Load Debug Overlay option. DLSS 3 for Unreal Engine 5.2
This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). Among them, U refers to the horizontal axis, V refers to the vertical axis, and the range of UV is 0 to 1. ) Due to the difference from OpenGL (and frameworks based on it).
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add a new high quality tonemapper: ACES Fitted ( GH-52477 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). In-depth documentation is available.
Games exported with a ZIP data package could also trigger a crash on exit. Editor: Fix editor crash when exporting profiler data ( GH-48917 ). when exiting a project running from a ZIP data pack. Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). like all future 3.3.x
New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options. An updated build of NVIDIA RTX UE4.25
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add a new high quality tonemapper: ACES Fitted ( GH-52477 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Note that some of the changes in 3.4
Also, it offers highly customizable rendering technology, enabling developers to create visually impressive mobile games. Pre-built dashboards and real-time data are some components that Unity’s analytics bring to the table. Seamless DebuggingDebugging is a crucial part of mobile game development.
GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ). Rendering: Fix skeleton 2D stale bounding rect ( GH-63071 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ). Rendering: Portals: Show RayCast debug helper ( GH-65686 ).
GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ) [regression fix]. Rendering: Fix skeleton 2D stale bounding rect ( GH-63071 ). Rendering: Fix multiple ubershader bugs ( GH-64096 ). Rendering: Portals: Show RayCast debug helper ( GH-65686 ).
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. DLSS pairs perfectly with computationally intensive rendering algorithms such as real-time ray tracing. Access the NVIDIA DLSS plugin for UE4 here.
The first open-source release of GPU kernel modules for NVIDIA GPUs in Linux creates tighter integration with the OS and enables developers to debug, integrate, and contribute back. NVIDIA Releases Open-Source GPU Kernel Modules. Getting Started with NVIDIA Instant NeRF.
Since the introduction of the GeForce RTX 20 Series, NVIDIA has paved the way for groundbreaking graphics with novel research on how AI can enhance rendering and improve computer games. It delivers up to 4x improvements in frame rate and up to 2x improvements in latency compared to native resolution rendering.
Virtual Workstation – Epic Unreal Engine 5 Workstations on AWS seamlessly deliver high-fidelity, immersive 3D experiences across the globe without the need for expensive hardware and physical workstations to host and render the 3D data. This Amazon Machine Image (AMI) comes pre-loaded with UE 5.2 Learn more. Learn more. Learn more.
Most of TileSet's systems (rendering, collisions, physics, navigation, …) are now using a concept of "layers" (this might be renamed). TileMap can now display navigation regions as debugging information (it's hard to see on the picture here, as it's light green over green). Custom data.
RTXDI makes this possible while rendering in real time. Reflex Reflex SDK allows developers to implement a low latency mode that aligns game engine work to complete just-in-time for rendering, eliminating GPU render queue and reducing CPU back pressure. Times Square billboards. Even exploding fireballs. Nsight Perf 2021.1
Thanks to all pre-release testers who help us find and debug regressions! Note that the project settings from the rendering/quality/2d section have now been moved to rendering/2d , so if you used any of those, you will need to re-enable them under the new section in 3.2.4. stable soon™. Stay tuned for more info!
It sits between the game and render API, and abstracts the SDK-specific API calls into an easy-to-use Streamline framework. Streamline’s plug-and-play framework sits between the game and render API. Streamline offers a single integration with a plug-and-play framework. NVIDIA Image Scaling support is also coming soon.
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