@WeVennStudios Well it's a combination of Flux, which is my take on something like nanite(Virtualized Geo I think they call it.), gpu culling which is frustum based, and it also has FSR3 support(Screen space?) I don't have a nvidia card so no dlss yet.
been improving flux/gpu culling etc. now, img 1 = 10,000 20 k spheres at over 100fps. img 2 = same scene but thanks to gpu culling it's over 300fps. img 3 = same as img 2 but higher quality flux lod, barely any fps dent. #gamedev#indiedev#virtual3D
ok and here is an even bigger test. img 1 = 10,000 20k spheres, no flux/lod. runs at around 20fps. img 2 = same scene with flux on, now runs a silkly smooth 80fps. Flux is the only difference in the scene. #gamedev#indiedev#virtual3d
Finished implementing 'Flux' - a new attempt at a nanite(UE) like LOD of system. It uses mesh/compute shaders. #gamedev#indiedev#virtual3D see images for examples. img3/4 show it increases fps drastically in a scene with 1000 spheres each with 20k faces.
Added some 'cargo cans' so you can hide from the guards. Next up is implementing the state system for virtual3D, which the guards will use. It will be GUI+Code. #gamedev#indiedev#virtual3d
Started work on 2nd scene of NegativePlus - A huge warehouse where you have to 'sneak' your way through to reach the next map. #gamedev#indiedev#virtual3D#negativePlus
This is sickening.
A man in a high-vis vest punches a frail elderly disabled man so forcefully he falls to the floor in what appears to be his own room, then ransacks the place while he lies helpless.
Anyone who targets the most vulnerable is the lowest of the low.
I hope this lowlife is hung, drawn & quartered!
Thought I'd upload a new tech demo. It uses a mix of RT and Rasterizer, you new a gpu capable of Raytracing, and it needs roughly a 10gb card.(This will be improved, I know it's alot). #gamedev#indiedev#virtual3D https://t.co/5JGuyF6KaU
@its_iio The biggest problem was the shadows were not optimized, just rendering brute force. It's alot more optimized now. The biggest bottleneck remains the RT water, but it has a rasterized SSR based method if it's too slow for you.
Spent a lot of time improving the performance of the various shadow types(Point/Dir/Spot) and RT in general. Before it was around 70fps with or without RT. Now with RT it is 150-170 with RT. and Rasterizer only = 300fps+. #gamedev#indiedev#virtual3D - Also FSR3 = 350fps+ (img3)