With our new renderer, this game today looks pretty good. I did a minor remix: Changed the visual style preset and tweaked the sun and fog settings.
With our new renderer, this game today looks pretty good. I did a minor remix: Changed the visual style preset and tweaked the sun and fog settings.
blog.s-schoener.com/2024-12-12-b...
This scene uses just three 256x256 PBR materials (3 textures each).
Total memory consumption (ASTC4x4/BC7) = 0.56MB
Total storage cost (2bpp AVIF) = 144KB
www.youtube.com/watch?v=IjlE...
This scene uses just three 256x256 PBR materials (3 textures each).
Total memory consumption (ASTC4x4/BC7) = 0.56MB
Total storage cost (2bpp AVIF) = 144KB
www.youtube.com/watch?v=IjlE...
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
3 cascades:
Vertex = 0.20ms
Pixel = 0.07ms
4 cascades:
Vertex = 0.39ms (195%)
Pixel = 0.11ms (157%)
On M3 Max, a total cost of 0.5ms for good-looking shadows is a no-brainer. However, a 185% cost is too much for low- and mid-tier phones.
3 cascades:
Vertex = 0.20ms
Pixel = 0.07ms
4 cascades:
Vertex = 0.39ms (195%)
Pixel = 0.11ms (157%)
On M3 Max, a total cost of 0.5ms for good-looking shadows is a no-brainer. However, a 185% cost is too much for low- and mid-tier phones.
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
I tested changing some shaders to SSBO instead of UBO. Works on all platforms!
Metal was the easiest. Buffers are just GPU pointers in Metal. There's no UBO or SSBO. Zero changes...
I tested changing some shaders to SSBO instead of UBO. Works on all platforms!
Metal was the easiest. Buffers are just GPU pointers in Metal. There's no UBO or SSBO. Zero changes...
This is how it looks at medium distance (cascade 2):
Left = 3 cascades
Right = 4 cascades
(click to enlarge, left/right arrows to toggle)
This is how it looks at medium distance (cascade 2):
Left = 3 cascades
Right = 4 cascades
(click to enlarge, left/right arrows to toggle)
When combined with my recent WebGPU gfx backend and Jolt physics with WASM SIMD, our new web build feels almost like the native build now :)
When combined with my recent WebGPU gfx backend and Jolt physics with WASM SIMD, our new web build feels almost like the native build now :)
He was absolutely right. Every time I write a presentation I get that feeling. Takes a full rewrite + several polish passes to make anything feel good.
Same is happening with my "No Graphics API" blog post...
He was absolutely right. Every time I write a presentation I get that feeling. Takes a full rewrite + several polish passes to make anything feel good.
Same is happening with my "No Graphics API" blog post...
But this is not without issues on mobile. I worry about vertex work overlap...
But this is not without issues on mobile. I worry about vertex work overlap...
Question to the gfx programmers: If you are using texel buffers (Buffer
github.com/microsoft/Di...
Question to the gfx programmers: If you are using texel buffers (Buffer
github.com/microsoft/Di...
Took 21 days to develop in total: native Dawn Mac + Windows first, then Emscripten for web. Runs really smoothly on the browser and the page load is super fast.
Zero issues on Mac, Windows or Chrome. Safari Tech Preview has some flickering tris.
Took 21 days to develop in total: native Dawn Mac + Windows first, then Emscripten for web. Runs really smoothly on the browser and the page load is super fast.
Zero issues on Mac, Windows or Chrome. Safari Tech Preview has some flickering tris.
Runs at locked 60Hz well on modern phones. The problem is cheap 99€ Android phones with PowerVR GE8320 :(
Runs at locked 60Hz well on modern phones. The problem is cheap 99€ Android phones with PowerVR GE8320 :(
Game: "Block City" by Blue Mint
Game: "Block City" by Blue Mint