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

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. That brings us to a highly cost-effective rendering performance optimization solution called (Static Occlusion Culling, SOC) implemented in Cocos Cyberpunk. Occlusion Culling Let’s start with the following figure.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. The underlying idea of the algorithm is, in the first place, to do culling, then draw the effective parts of mesh. With MeshShaders, the culling algorithms we use can be of great flexibility. Actually, it works.

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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Use face culling only when required for correctness.

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Unlocking GPU Intrinsics in HLSL

Nvidia

There are some useful intrinsic functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs. There are some useful intrinsic functions in the NVIDIA GPU instruction set that are not included in standard graphics APIs. Realistic use cases of the intrinsics in graphics applications are usually complicated.

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Optimize Vegetation Generation

Mnenad

More details can be found under Unity’s official documentation page for Draw Call Batching :       Draw calls are often resource-intensive, with the graphics API doing significant work for every draw call, causing performance overhead on the CPU side. And it has just twelve vertices.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. will bring a new and more powerful animation tree, modern occlusion culling, improved rendering and a GLES 2.0 As mentioned above, 3.0 has been 18 months in the making and is a huge release. Full principled BSDF.

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