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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 article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. SOC is a type of Precomputed Visibility Culling (PVC) implementation and has been a technique widely used in game development for over 20 years.

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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

NVIDIA DLSS Plugin for UE4 DLSS is a deep learning super resolution network that boosts frame rates by rendering fewer pixels and then using AI to construct sharp, higher resolution images. DLSS pairs perfectly with computationally intensive rendering algorithms such as real-time ray tracing. Updates to NVIDIA RTX UE 4.25 and UE4.26.1,

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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Note that some of the changes in 3.4

Beta 52
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Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Import option to split vertex buffer stream in positions and attributes ( GH-46574 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ). Rendering: Import option to split vertex buffer stream in positions and attributes ( GH-46574 ).

Beta 52
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Unlocking GPU Intrinsics in HLSL

Nvidia

For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. For example, warp shuffle can be used to optimize memory access in algorithms like light culling. include "nvHLSLExtns.h"

Shaders 52
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Realistic Lighting in Justice with Mesh Shading

Nvidia

His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12. Our first thought is to render some highly detailed models which may need insane number of triangles. It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. And we decided to try it out.

Mesh 52