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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 ? In my case I had terrible FPS with just some thousand mesh instances. Batching on runtime.
Recently, NetEase introduced Mesh Shader support to Justice. billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. Q: How do Mesh Shaders solve this?
uses quite complex shaders which, while they work fine on WebGL 2, take a long time to compile on Windows due to the Angle GLSL validation and compilation to HLSL. 45 FPS where you would expect 60 if you have an Intel HD 5000). Support for 2D meshes, 2D skeletons, and deformable polygons. Poor WebGL 2.0 adoption and performance.
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