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472 Commits over 365 Days - 0.05cph!

2 Months Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
2 Months Ago
Fix build error due to InstanceHandleList
2 Months Ago
Reset meshes to their state in /main
2 Months Ago
Fix class layout build error
2 Months Ago
fix server build
2 Months Ago
Found another double rendering issue in MeshCull
2 Months Ago
Set GPU instancing on materials
2 Months Ago
Enable Read/Write for nature assets
2 Months Ago
(Test) set all meshes isReadable=0
2 Months Ago
Revert library setting
2 Months Ago
Subtract mesh and material changes
2 Months Ago
work around unity_BaseCommandID not being set
2 Months Ago
Fix build regarding AssetDatabase
2 Months Ago
Fix build error about missing TerrainTools
2 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
2 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
2 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
2 Months Ago
MegaMesh approach (1+2) WIP
2 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.
3 Months Ago
Add a function to estimate memory usage to the batching system
3 Months Ago
Move EstimateMeshBytes to an extension.
3 Months Ago
Allow drawing instances without making use of monster meshes.
3 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
3 Months Ago
Added a crude profiler that works in release builds
3 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
3 Months Ago
Split MotionList in separate file
3 Months Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
3 Months Ago
fix build
3 Months Ago
Implement texture streaming support for the instanced fallback renderer
3 Months Ago
Remove CombineTrivialDistancesJob
3 Months Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
3 Months Ago
Prepare models and materials for instancing (once again)
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
Revert other assets
3 Months Ago
Revert materials and models
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
Revert asset changes
3 Months Ago
Implemented support for instances in motion and other fixes
3 Months Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
3 Months Ago
Made `count` property report the highest populated index instead of the allocated space.
3 Months Ago
WIP work to speed up culling (AVX fix)
3 Months Ago
WIP work to speed up culling
3 Months Ago
WIP work to speed up culling
3 Months Ago
Added toggles to turn culling stages on and off
3 Months Ago
Small cleanups left over from a failed experiment
3 Months Ago
Make all buffer memory blocks have a Swap() function
3 Months Ago
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."