2 ms·
Nice concept! It's actually a very useful tool for graphics programming. This was a feature I first saw in the PS2 Sony DTL-T15000 Development Tool with Perform
by djmips 2y ago
Nice concept! It's actually a very useful tool for graphics programming. This was a feature I first saw in the PS2 Sony DTL-T15000 Development Tool with Performance Analyzer - which was the uprated model of the normal DTL-T10K - One of the coolest features was the ability to freeze frame and fly around the world to see everything that was being submitted to the GPU and at the exact Level Of Detail (LOD) which was very useful when optimizing. What was extra cool was that it could also work on a retail PS2 game so you could load up any PS2 game and investigate how they were rendering their frames!
I loved it so much I built it into every engine I worked on from then on - I added it to the PSP game Bloodlines (the only other Assasin's Creed game to feature Altair) and it literally saved us many milliseconds because we had a unknown goof in our frustum culler which was allowing many large buildings BEHIND the camera to get through to the very expensive CPU clipping routines. Certainly there are other ways to accomplish this but a visiual tool is so excellent.
On Unreal Engine 4 - I didn't have to make this myself since a third party made the exact thing and shared it and I could use it since UE is source available and you can share and incorporate cool features from other studios.
So, yeah I agree wholeheartedly - and I guess the thing is - I or you or someone else could make this for UE5 since it's source available and you can build the entire engine with this awesome tool idea.
- tetris11 2y ago(Bloodlines was a great game, btw - kudos!) I also wish to see a nanite demo that doesn't try to explain simplified mesh clusters with alternating colors, but rather just thick outlines on the boundary of the original texture, since I find the colors distracting.