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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

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

Nvidia

World position offset simulation for ray traced instanced static meshes (beta) Allows ambient motion of foliage like trees and grass. Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry. Uses approximate technique of shared animations to reduce overhead for simulating a full forest.

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Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

Evolving from its state-of-the-art use in game engines into a multitude of industries, creators can deliver cutting-edge content, interactive experiences, and immersive virtual worlds. It uses ray tracing to provide infinite bounce in indirect lighting, without the need to bake lighting or create multiple light setups for scenes.

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5 Factors Which Vary Unreal Engine 5 from Unreal Engine 4 

iXie gaming

This, together with dynamic or baked-in lighting and shadows, enables the creation of amazing photorealistic material that nevertheless operates in real time. The shapes used to create meshes inside the game engine are called polygons. Its blend of development- and artistic-focused tools allows for unrestricted creative expression.

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FBX importer rewritten for Godot 3.2.4 and later

Mircosoft Game Dev

It took us about 14 months to get a proper FBX importer working fully, since we had to engineer everything again: We rewrote all the mesh code to support all formats of FBX meshes correctly. is that it's not officially supported by Autodesk software, which many use for content creation in the game industry. stable release.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). The whole API is now a lot more flexible than it used to be.

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Leveling Up Graphics and Performance with RTX, DLSS and Reflex at NVIDIA GTC

Nvidia

RTX Global Illumination (RTXGI) Leveraging the power of ray tracing, the RTX Global Illumination (RTXGI) SDK provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. Version 1.1.30 allows developers to enable, disable, and rotate individual DDGI volumes.