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You might find David Wright's presentations about Unreal 5 interesting: https://highperformancegraphics.org/slides22/Journey_to_Nanite.pdf https://highperforma
by jasonwatkinspdx 4y ago
You might find David Wright's presentations about Unreal 5 interesting:
https://highperformancegraphics.org/slides22/Journey_to_Nanite.pdf https://highperformancegraphics.org/slides22/Journey_to_Nani...
https://advances.realtimerendering.com/s2022/index.html#Lumen https://advances.realtimerendering.com/s2022/index.html#Lume...
They're great presentations with a lot of depth in the notes. I think videos are around somewhere if you prefer that.
Two specifics I'd mention:
It seems a lot of games now use feedback between frames as a way to tolerate the latency of moving data between CPU and GPU. Eg the CPU will use GPU crunched data from the previous frame as a source for CPU crunching that optimizes what data gets passed to the GPU next.
The other is that fixed functionality is moving into shaders. Unreal 5 uses a mix of hardware rasterization and software rasterization in a shader (and path tracing now as well). There the tradeoff between the two is triangle size in pixels.
- thewebcount 4y agoOh wow! Thanks! That looks really cool.
- jasonwatkinspdx 4y agoThey're great. I dunno if you find 3d interesting vs video, but the section in that nanite presentation where he goes through how he arrived at the LoD clustering design is some of the smartest stuff I've ever seen any developer say, ever. Like John Carmack probably saw this and went "dang, wish I'd thought of that" levels of smart.