Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

  1. pharma

    pharma Veteran

    Getting Started with Mesh Shaders in Diligent Engine
    September 23, 2020
    https://www.codeproject.com/Articles/5280217/Getting-Started-with-Mesh-Shaders-in-Diligent-Engi
     
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  2. techuse

    techuse Veteran

    Have we gotten anything on what mesh shaders bring performance wise over the existing geometry pipeline?
     
  3. jlippo

    jlippo Veteran

    There were some early results on coding video blog of Niagara.


    Ability to have fine grained culling and creation/instacing of objects should be quite nice.
    Also getting completely rid of DX11 like tessellation should be nice. (Bypassing amplification limits etc.)
     
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  4. milk

    milk Like Verified Veteran

  5. jlippo

    jlippo Veteran

  6. corysama

    corysama Newcomer

  7. jlippo

    jlippo Veteran


    Awesome presentation on collision system in Witness.
     
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  8. cheapchips

    cheapchips Veteran

    Noita just left early access. If we're expecting more destruction and physics in next gen games, this is an interesting game design study of taking those to the extreme (in 2d).

     
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  9. jlippo

    jlippo Veteran

  10. trinibwoy

    trinibwoy Meh Legend

    Good read. Even "simple" raytracing use cases like shadows require a lot of thoughtful tuning to hit the right balance of IQ and performance.

    This bit was interesting. It seems most raytracing implementations are using static low poly versions of scene geometry which is at odds with the much higher (and dynamic) poly counts enabled by mesh shaders and DX12.

     
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  11. Jawed

    Jawed Legend

    I despise "alpha transparency" geometry (leaves, grass) so it amuses me how using real geometry might be a performance gain.

    There was nothing about shadow casting particle effects (e.g. smoke).

    Building acceleration structures looks like a major gotcha. I suppose the consoles are well equipped there...
     
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  12. manux

    manux Veteran

    Ray traces shadows in call of duty modern warfare. Next year it will be more interesting as would the different hardwares require different approaches for optimizing performance? It's already pretty interesting how much creativity is used in generating the BVH acceleration structures.

     
    Last edited: Oct 20, 2020
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  13. OlegSH

    OlegSH Regular

  14. tuna

    tuna Veteran

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  15. milk

    milk Like Verified Veteran

    Well, that is not surprising given the insane scope they chose for their game. Yet, my comment comes from my disapointment at how slowly the industry feels to be embracing procedural and machine synthesized animation. Emphasis on the word "feels". Research on this area is probably hard and discouraging (full of dead-ends and not-good enoughs) so the progress is not as visible from my armchair as my spoiled ass would like.
     
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  16. chris1515

    chris1515 Legend

    In Horizon Wero dawn, some of the facial animation of minor character in side quest is procedural, Bioware use too procedural animation.



    They use procedural placement in HZD for the scenery.

    Same for building in Spiderman and tons of other game.
     
    Last edited by a moderator: Oct 25, 2020
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  17. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■) Moderator Legend Alpha

  18. chris1515

    chris1515 Legend

    Great twitter thread by sebbbi about signal distance field compression and heightmap compression

    SDF:


    Heigthmap:
     
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  19. jlippo

    jlippo Veteran

    Yup.

    This is part of his work on new renderer and gives updates almost daily.
    Should be very interesting allowing rendering of massive amounts of SDF geometry.
     
  20. bdmosky

    bdmosky Newcomer

    I miss his posts here. Did the noise to quality ratio drive him away?
     
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