11 ms·
From what I've seen in the modern game engines, the current state of the art seems to be executing a compute shader which does frustum and occlusion culling on
by skocznymroczny 4y ago
From what I've seen in the modern game engines, the current state of the art seems to be executing a compute shader which does frustum and occlusion culling on GPU and dynamically generates an indirect argument buffer which gets drawn in several or a single indirect draw.
This article contains a basic implementation of such idea in Vulkan - https://vkguide.dev/docs/gpudriven/gpu_driven_engines/ https://vkguide.dev/docs/gpudriven/gpu_driven_engines/