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Bevy has 2 core graphics maintainers, but they're both volunteers with extremely limited time, so there's definitely issues where your submit a PR and have to w
by elabajaba 4y ago
Bevy has 2 core graphics maintainers, but they're both volunteers with extremely limited time, so there's definitely issues where your submit a PR and have to wait months for it to get reviewed.
They've also been working on patching up the core infrastructure of Bevy's renderer (fixing the shader import model, reworking the CPU side to enable batching and preparing for bindless, which are both huge optimizations). WGPU (the low level graphics library that wraps the individual APIs) also has issues with excessive locking of resources, so multithreading draw calls wasn't any faster than single threaded (A core part of Vulkan and DX12 performance is multithreading draw calls), but that should hopefully be fixed in the next few months.
In terms of the more "pretty graphics" side, cascaded shadow maps were implemented for distance shadow rendering, there's 95% ready PRs for SSAO (based on GTAO) and PCF (soft shadows), and TAA just got merged.
Finally, there's the desire to support all platforms, meaning there's a 10ton weight shackled to the renderer called WebGL 2, which doesn't even support compute shaders (which are the cornerstone of pretty much every new graphics feature from the past decade).