userFelixcancel

708 Commits over 577 Days - 0.05cph!

8 Months Ago
Fix nothing rendering for real this time.
8 Months Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
8 Months Ago
Fix NRE in Indirect Instancing debug overlay
8 Months Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
8 Months Ago
Rebase on /main (save 271)
8 Months Ago
Regenerate ConVars and force bounds to be always huge (experiment)
8 Months Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
8 Months Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
8 Months Ago
Add more debug output to the indirect_instancing.debug overlay
8 Months Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
8 Months Ago
Only allow StartMotion() when IsDynamic is set
8 Months Ago
Rebase on /main
8 Months Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
8 Months Ago
Rebase on /main
8 Months Ago
Rebase on /main
8 Months Ago
Regenerate ConsoleSystem.cs
8 Months Ago
Regenerate ConsoleSystem.cs
8 Months Ago
Merge other fixes from /indirect_instancing
8 Months Ago
Rebase on /main
8 Months Ago
Merge build fix from /indirect_instancing_fixes
8 Months Ago
Restore constant that I removed because I was an idiot.
8 Months Ago
Merge from /indirect_instancing_fixes
8 Months Ago
Rebase on /main
8 Months Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
8 Months Ago
Fix Radtown sign by manually disabling mipmap streaming.
8 Months Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
8 Months Ago
Add preliminary support for layers to indirect instancing
8 Months Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
8 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
8 Months Ago
Completely hide shadow-proxy states affected by agressiveShadowLOD to improve performance
8 Months Ago
Rebase on /main
9 Months Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
9 Months Ago
Add ConcurrentBoolArray as a simpler (but more wasteful) form of ConcurrentBitArray to get things going quicker. Add a function to find contiguous regions of values efficiently.
9 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
9 Months Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
9 Months Ago
Restrict Indirect Instancing ConVars to debug builds only
9 Months Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
9 Months Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
9 Months Ago
Fixed node visuals not chaning while harvesting them
9 Months Ago
Rebase on /main 🤞🏻
9 Months Ago
Added `graphics.vram_report` command so we can begin getting the VRAM situation under control.
9 Months Ago
Fix missing terrain on tutorial island by reverting the material to be non-instanced.
9 Months Ago
Merge fixes from /indirect_instancing
9 Months Ago
Rebase on /main
9 Months Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
9 Months Ago
Force disable HLOD while Indirect Instancing is enabled
9 Months Ago
Merge from /indirect_instancing
9 Months Ago
Rebase on /main
9 Months Ago
Remove unused compute shader from indirect instancing
9 Months Ago
Merge Indirect Instancing