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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

The fastest way to render a model is not to render it at all. This approach enables our games to efficiently eliminate unseen static objects during rendering, reducing the rendering load and enhancing game performance. Too many Draw Calls can cause the CPU to assemble a large number of rendering instructions.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

ENGINE Features ● Custom Render Pipeline based on Render Graph supports for GLES backend ● Deprecated interfaces, such as addRasterView, addComputeView, etc., Fixed Toon shader data issue on iOS Wechat. Fixed not being able to get input content in time for an input box on Android. Cocos Creator 3.7.3

Terrain 52
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Maintenance release: Godot 3.5.1

Mircosoft Game Dev

stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ) [regression fix]. Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ).

Baking 52
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Maintenance release: Godot 3.5.1

Mircosoft Game Dev

stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ) [regression fix]. Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ).

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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

GDeflate: An Open GPU Compression Standard GDeflate is a high-performance, scalable, GPU-optimized data compression scheme that can help applications make use of the sheer amount of data throughput available on modern NVMe devices. Data throughput of various data compressed formats compared to varying staging buffer sizes Figure 2.

Tile 52
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Release candidate: Godot 3.5.1 RC 2

Mircosoft Game Dev

stable: Android: Fix issue preventing the Android Editor from displaying the project content ( GH-64420 ). GUI: Fix color modulation of the grayscale glyphs in font with mixed color / grayscale data ( GH-64745 ). Navigation: Exclude disabled StaticBody collisions from NavigationMesh baking ( GH-65775 ).

Render 52
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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

Hybrid Translucency Another way to do ray traced translucency, with greater compatibility, speed and rendering options. Enables approximations that improve performance in the management of ray tracing data. Uses approximate technique of shared animations to reduce overhead for simulating a full forest. Both branches can be found here.