This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
While I appreciate "oral history" approaches at Polygon like with their Morrowind roundtable , this type of format is, less charitably, just a lazy loosely organized transcript with minimal analysis. And extra special thanks to Ben "Makkon" Hale , who made the amazing Quake logo renders you see in the articles.
billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti. 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. And we decided to try it out. Actually, it works.
Step by step to dense vegetation and acceptable FPS. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ? Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Build HTML5 templates with threads_enabled=yes to test it.
See About Godot 4, Vulkan, GLES3 and GLES2 for up-to-date information about the planned rendering backends transition. The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms: Desktop Linux, Windows, macOS. 45 FPS where you would expect 60 if you have an Intel HD 5000). Android, iOS.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content