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Feature Request Hybrid Renderer Deferred Texturing

Discussion in 'Graphics for ECS' started by kite3h, May 23, 2022.

  1. kite3h


    Aug 27, 2012
    Aaltonen's GPU driven Renderpipeline is
    now a technique for modern game that cannot be delayed any longer.
    I think that other parts have been implemented to some extent with Hybrid Renderer.
    DeferredTexture seems to have no plans at all.

    Unreal 5 nanaite does deferred texture sampling using the visibility buffer.

    Everyone knows that if the triangle size is small, the load will increase.

    If the Unity HLOD supports nesting, then we wouldn't have to worry about this.

    Since HLOD does not support nesting, the size of the triangle inevitably becomes smaller.

    Either HLOD nesting or deferred texture sampling should be added.