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Visualizing Depth Precision

Nvidia

So it’s easy to interpolate d across a triangle while rasterizing, and things like hierarchical Z-buffers, early Z-culling, and depth buffer compression are all a lot easier to do. It isn’t a panacea for all precision woes, especially if you’re building an open-world environment that contains extreme depth ranges.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. Streaming is the most important feature missing for managing large scenes or open worlds. Rendering is significantly more efficient in Godot 4.0,

AAA 145
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

For the first time ever, Godot also comes with a GI technique that can be used with large open worlds — signed distance field global illumination ( SDFGI ). GIProbe has been replaced by the VoxelGI node, which is a real-time solution fit for small and medium-scale environments. has been added by Je06jm.

Beta 52