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Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

The payload registers are the mechanism NVIDIA OptiX offers for passing arbitrary data along with a ray, from the caller that traces a ray, and back. The limited size of the payload forced many to use local or even global memory buffers for passing ray data around, which can have a negative impact on performance. NVIDIA OptiX 7.4

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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 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ). OS: Expose OS data directory getter methods ( GH-49732 ).

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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 ). Android: Add basic user data backup option ( GH-49070 ). GLES3: Allow repeat flag in viewport textures ( GH-34008 ). OS: Expose OS data directory getter methods ( GH-49732 ).

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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 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).

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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"

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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.

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Release candidate: Godot 3.3 RC 7

Mircosoft Game Dev

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 ). Rendering: Various fixes to light culling ( GH-46694 ). glTF: Use vertex colors by default ( GH-41007 ).

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