userFelixcancel

444 Commits over 335 Days - 0.06cph!

32 Days Ago
Split crude profiler and memory tally into separate files as they should
32 Days Ago
- Add more ConVars and explainations to indirect instancing - Disable indirect instancing by default - Disable debug info by default - Fix multiple NREs when returning to the main menu - Add assertions to catch use after free with the crude profiler / memory tally
32 Days Ago
Use burst compiler hints
32 Days Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
33 Days Ago
Enable 3052 materials for instancing
33 Days Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
33 Days Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
33 Days Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
33 Days Ago
Fix unity_BaseCommandID not being set on Mac
33 Days Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
37 Days Ago
Rebase on current /main
37 Days Ago
Merge from ./command_buffer_indirect because I'm stupid
37 Days Ago
Revert model importers and materials to the state they have on /main
37 Days Ago
(WIP) SIMD frustum culling implementation
37 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
37 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
37 Days Ago
Merge from /main
37 Days Ago
Merge from ./vram_budget
37 Days Ago
Merge from ./command_buffer_indirect
37 Days Ago
Update indirect instancing tools with new mesh r/w logic
37 Days Ago
Enable r/w on gib models
38 Days Ago
Re-enable Read/Write for collision meshes only
39 Days Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
39 Days Ago
Fix build error due to InstanceHandleList
39 Days Ago
Reset meshes to their state in /main
40 Days Ago
Fix class layout build error
40 Days Ago
fix server build
40 Days Ago
Found another double rendering issue in MeshCull
40 Days Ago
Set GPU instancing on materials
40 Days Ago
Enable Read/Write for nature assets
40 Days Ago
(Test) set all meshes isReadable=0
40 Days Ago
Revert library setting
40 Days Ago
Subtract mesh and material changes
41 Days Ago
work around unity_BaseCommandID not being set
41 Days Ago
Fix build regarding AssetDatabase
41 Days Ago
Fix build error about missing TerrainTools
44 Days Ago
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
44 Days Ago
Implement indirect instancing without requiring monster meshes: - Use a command buffer to submit indirect draw calls referring to individual meshes - Monster meshes are disabled by default - Mesh Read/Write is no longer required - Should reclaim ~3 GB of VRAM and RAM - Calculate UV distribution metrics based on individual meshes rather than monster meshes
44 Days Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
45 Days Ago
MegaMesh approach (1+2) WIP
45 Days Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
48 Days Ago
Add a function to estimate memory usage to the batching system
48 Days Ago
Move EstimateMeshBytes to an extension.
48 Days Ago
Allow drawing instances without making use of monster meshes.
48 Days Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
52 Days Ago
Added a crude profiler that works in release builds
53 Days Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
53 Days Ago
Split MotionList in separate file
53 Days Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
53 Days Ago
fix build