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Comment on Bad mesh shader performance
such as, dynamic geometry expansion / culling Hmm, let me clarify: this is the case. There are 2 types of culling implemented in the game: Frustrum (in shadow-pass) 1.1 For whole object bounding sphere, in case if props/animated objects 1.2 Per cluster, for landscape 2. HiZ (in main-pass) Frustrum culling is done as part of mesh-stage, not a task-shader. Task/Object shaders are still TODO for me. so you should try both paths on different GPUs Unfortunately I don't have any other GPU :(
Dec ’22
Comment on Raytracing bugs on M1
OK, thanks. useResources(every_blas) helped. Yet, need to note that this behavior is not documented on developer webside - so please update docs. Also making call to useResource* and tracking blas'ses introduces large overhead for engine. Is it possible, can you change api then? Metal knows list of blas'es anyway, from when tlas was created.
Jul ’23