article thumbnail

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

Cocos

The fastest way to render a model is not to render it at all. This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. SOC is a type of Precomputed Visibility Culling (PVC) implementation and has been a technique widely used in game development for over 20 years.

Culling 52
article thumbnail

Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I quickly felt at home and I started focusing on 3D editor and rendering contributions. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0 My first task will be integrating an occlusion culling system into the new Vulkan renderer. finish line.

Render 55
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Practical Use of Render Textures

The Knights of Unity

And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game. using legacy rendering, but the features I used work in SRPs too. What is a Render Texture.

Texture 52
article thumbnail

Tiled map in Cocos creator gives error

Cocos

It worked, but there is another issue: if I checked culling in some areas, it didn’t render the base layer. If I unchecked culling, then it was going to lag the game.

Tile 40
article thumbnail

Latest NVIDIA OptiX Renders Ray Tracing Faster Than Ever Before

Nvidia

Deserted house in the night, rendered In RedShift. Blue car on the street with sunlight , rendered In RedShift. NVIDIA OptiX curves are currently back-face culled, so rays that enter through the open end of a curve will miss the curve completely. Red fabric with golden texture rendered with Houdini XPU. NVIDIA OptiX 7.4

article thumbnail

Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

Culling 52
article thumbnail

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.

Code 52