Remove FPS Remove Polygon Remove Render Remove Texture
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Optimize Vegetation Generation

Mnenad

Step by step to dense vegetation and acceptable FPS. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ? Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.  

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Maintenance release: Godot 3.2.3

Mircosoft Game Dev

HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). Rendering: Fixed images in black margins ( GH-37475 ). Rendering: Allow nearest neighbor lookup when using mipmaps ( GH-40523 ). Rendering: Properly calculate Polygon2D AABB with skeleton ( GH-40869 ). Build HTML5 templates with threads_enabled=yes to test it.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti. His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12. Our first thought is to render some highly detailed models which may need insane number of triangles. And we decided to try it out. Actually, it works.

Mesh 52
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"Quake Renaissance" for Rock Paper Shotgun

Radiator Blog

While I appreciate "oral history" approaches at Polygon like with their Morrowind roundtable , this type of format is, less charitably, just a lazy loosely organized transcript with minimal analysis. And extra special thanks to Ben "Makkon" Hale , who made the amazing Quake logo renders you see in the articles.

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