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746 Commits over 608 Days - 0.05cph!

10 Months Ago
Remove old unused job code
10 Months Ago
- Properly support material property blocks (for real this time) - Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them. - Fix ConVars - Various cleanups
10 Months Ago
Split crude profiler and memory tally into separate files as they should
10 Months 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
10 Months Ago
Use burst compiler hints
10 Months Ago
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
10 Months Ago
Enable 3052 materials for instancing
10 Months Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
10 Months Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
10 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
10 Months Ago
Fix unity_BaseCommandID not being set on Mac
10 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
10 Months Ago
Rebase on current /main
10 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
10 Months Ago
Revert model importers and materials to the state they have on /main
10 Months Ago
(WIP) SIMD frustum culling implementation
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
11 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
11 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
11 Months Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
11 Months Ago
MegaMesh approach (1+2) WIP
11 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.
11 Months Ago
Add a function to estimate memory usage to the batching system
11 Months Ago
Move EstimateMeshBytes to an extension.
11 Months Ago
Allow drawing instances without making use of monster meshes.
11 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
11 Months Ago
Added a crude profiler that works in release builds
11 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
11 Months Ago
Split MotionList in separate file