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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

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. x, u1 mov r3.yz,

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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. The NVIDIA RTX UE4 4.25 branches have also received updates. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25 and UE4.26.1,

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

release, with a lot of new content and many updates to existing tutorials to match the 3.2 Core: Fixed false positives in the culling system ( GH-37863 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ). Windows: Per-pixel transparency no longer lets mouse events pass-through ( GH-39914. feature set.

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Dev snapshot: Godot 3.4 beta 5

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). In-depth documentation is available.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Implement per-pixel transparency ( GH-51935 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). In-depth documentation is available.

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