Remove Animation Remove Render Remove Texture
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GPU memory Atlases and Textures

Cocos

Hi, My game has a lot of PNGs and some fullscreen ( 1920x 1080 ) animations. Even before it is actually rendered. GFX Memory Texture increases ). Not all of it is shown all the time. I have created atlases and SpriteSheets. I have tried both a plist from TexturePacker and a.pac from Cocos’s auto-atlas.

Texture 40
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Use shader for spine animation

Cocos

I want to use shader to draw circle on spine animation (result of animtion after render) without using texture renderer, but in shader uv0 it calculates on atlas so the result is not as expected. Can anyone help me?

Shaders 40
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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

Not only does LOD support faster rendering, it does so in a way that doesn't negatively impact the visual quality of an asset. They can be rigged and animated, placed as a stationary object in a scene, combined with other assets to create a set/environment, simmed or destroyed, and used for shadows or holdouts. will be required.

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Regarding your latest answer about optimizing games. Can you elaborate more on how the optimization gets to happen? Like ofcourse they do want to make their npcs look as good as they planned to so how do they optimize without reducing quality in general?

Ask a Game Dev

The best optimization is often not to render anything at all. If the hardware doesn't have to render and animate a thing, it saves a lot of processing time. We do this by not rendering models that the player can't see (e.g. and also by not rendering the parts of the model that the player can't see (e.g.

Render 64
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Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

Some of the most notables feature changes in this update are: Animation: Add track validator to AnimationPlayerEditor to detect tracks which have error ( GH-68770 ). Animation: Refactor process of animation to retrive keys more exactly ( GH-69336 ). Rendering: Properly remap roughness when reading from radiance map ( GH-69514 ).

Beta 90
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Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

Deserted house in the night, rendered In RedShift. Blue car on the street with sunlight , rendered In RedShift. Red fabric with golden texture rendered with Houdini XPU. For the most performance-minded with memory to spare, curves can be rendered much faster by using the build flag OPTIX_BUILD_FLAG_PREFER_FAST_TRACE.

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The Future of 3D Art in Interactive Entertainment

iXie gaming

This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. In fact, the 3D animation art styles are translated to visually stunning and captivating worlds, adding fun to interactive entertainment experiences. Therefore, they don’t need to pre-render images.