userFelixcancel

730 Commits over 608 Days - 0.05cph!

10 Months 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.
10 Months Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
10 Months Ago
Merge from /main
10 Months Ago
Merge from ./vram_budget
10 Months Ago
Merge from ./command_buffer_indirect
10 Months Ago
Update indirect instancing tools with new mesh r/w logic
10 Months Ago
Enable r/w on gib models
10 Months Ago
Re-enable Read/Write for collision meshes only
10 Months Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
10 Months Ago
Fix build error due to InstanceHandleList
10 Months Ago
Reset meshes to their state in /main
10 Months Ago
Fix class layout build error
10 Months Ago
fix server build
10 Months Ago
Found another double rendering issue in MeshCull
10 Months Ago
Set GPU instancing on materials
10 Months Ago
Enable Read/Write for nature assets
10 Months Ago
(Test) set all meshes isReadable=0
10 Months Ago
Revert library setting
10 Months Ago
Subtract mesh and material changes
10 Months Ago
work around unity_BaseCommandID not being set
10 Months Ago
Fix build regarding AssetDatabase
10 Months Ago
Fix build error about missing TerrainTools
10 Months 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
10 Months 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
10 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
10 Months Ago
MegaMesh approach (1+2) WIP
10 Months 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.
10 Months Ago
Add a function to estimate memory usage to the batching system
10 Months Ago
Move EstimateMeshBytes to an extension.
10 Months Ago
Allow drawing instances without making use of monster meshes.
10 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
10 Months Ago
Added a crude profiler that works in release builds
10 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
11 Months Ago
Split MotionList in separate file
11 Months Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
11 Months Ago
fix build
11 Months Ago
Implement texture streaming support for the instanced fallback renderer
11 Months Ago
Remove CombineTrivialDistancesJob
11 Months Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
11 Months Ago
Prepare models and materials for instancing (once again)
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
Revert other assets
11 Months Ago
Revert materials and models
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
Revert asset changes
11 Months Ago
Implemented support for instances in motion and other fixes
11 Months Ago
Eliminate the need to update call indices because they are stable and can be stored with each command