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Scheduled GDC Talk: "4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer"

Discussion in 'General Discussion' started by gian-reto-alig, Aug 8, 2016.

  1. gian-reto-alig

    gian-reto-alig

    Joined:
    Apr 30, 2013
    Posts:
    756
    Found this today on gamasutra and found it interesting...

    http://schedule.gdceurope.com/sessi...ugh-the-filtered-and-culled-visibility-buffer

    Given this really works to speed up rendering at 4K resolutions, might be another thing Unity really needs to work on. (Just like Vulkan Support, making instancing work for a wider set of use-cases, proper speed tree integration, new terrain system...)


    Anyone wanting to bet by when we could expect Unity to implement such an "improved G-Buffer"?
     
    Deon-Cadme likes this.