Главная
Study mode:
on
1
Intro
2
Why did we want to do this
3
How do we get there
4
How the current pipeline works
5
Mesh Batch
6
Drawing Policy
7
Traversal and Policy
8
Changes
9
Warning
10
What is a Draw Command
11
Stateless Draw Commands
12
Generating Draw Commands
13
Batch Draw Commands
14
Code Snippets
15
Adding the Mesh Batch
16
Comparing Old vs New
17
Draw Commands
18
Old System
19
Sorting
20
New Submission Code
21
Automatic State Filtering
22
Cache Coherence Traversal
23
Why to Cache
24
Uniform Buffer Update
25
Primitive Uniform Buffer
26
Invalidation
27
Validation Mode
28
Vertex Factories
29
Dynamic Relevance
30
Static Relevance
31
Rendering
32
Merging
33
Dynamic Instance
34
Buckets
35
Shader Parameters
36
Bindings
37
Unified Buffer
38
Dynamic Resizing
39
Get Primitive Data
40
Instance ID
41
SetStreamStore
42
Vertex Stream
43
Results
44
Programmer Art Solution
45
Performance
46
Cost of Drawing
47
Best Case Results
48
Issues
49
Mobile Rendering
50
Testimonials
51
Shores Unknown
52
Outro
Description:
Explore the refactoring of the mesh drawing pipeline in Unreal Engine 4.22 through this GDC 2019 talk. Gain insights into the renderer's restructuring to enhance ray tracing efficiency and GPU-driven rendering. Discover the impact on project-specific engine modifications, new auto-instancing functionality, and future development implications. Delve into topics such as draw commands, state filtering, cache coherence, uniform buffer updates, vertex factories, dynamic relevance, and performance optimization. Learn about mobile rendering considerations and real-world testimonials from game developers implementing these changes.

Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 - GDC 2019 - Unreal Engine

Unreal Engine
Add to list