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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

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.

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Cocos Shader Tutorial 1.0 - about UV

Cocos

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 pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).

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Godot XR progress update June 2021

Mircosoft Game Dev

Godot 4 stereoscopic rendering through Multiview. One of the bigger changes we did to enabled XR support in Godot 4 is implementing multiview support into the rendering engine. Further Mobile renderer improvements in Godot 4. This means that the render buffer is divided into smaller tiles.

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ). Rendering: Fix occasional dangling OmniLight RID ( GH-41360 ).

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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ). Rendering: Fix occasional dangling OmniLight RID ( GH-41360 ).

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Release candidate: Godot 3.4.1 RC 2

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Rendering: Fix vertex attribute specification for octahedral compression ( GH-54768 ). Rendering: Update CanvasItem when MultiMesh instance transform changes ( GH-54899 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ).

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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

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