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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,

Shaders 52
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Release candidate: Godot 3.2.4 RC 4

Mircosoft Game Dev

New option to snap 2D transforms to whole coordinates , helps prevent jitter on pixel art camera motions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ).

Render 52
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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.

UX 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Mesh 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Beta 52
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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. Avoid deep recursion.

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Dev snapshot: Godot 3.4 beta 5

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Android: Implement per-pixel transparency ( GH-51935 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ).

Beta 52