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Meshlet rendering and deferred texturing using a visibility buffer in Godot. For the sake of simplicity I only use dx12 for now.

13,821 просмотров • 11 месяцев назад •via X (Twitter)

Комментарии: 20

Фото профиля Starkium
Starkium11 месяцев назад

I had a friend try writing a meshlet based renderer on mobile Vulkan for quest 2. He said he could push 10 million triangles at full frames.

Фото профиля Toni Macaroni
Toni Macaroni11 месяцев назад

Would be interesting to know the ratio between input and final culled triangles. But depending on the scene you can definitely end up with a huge efficiency boost. In the Alan Wake 2 talk they mentioned going from 200 mil to 50 mil triangles being rendered.

Фото профиля Magicien Bleu
Magicien Bleu11 месяцев назад

Your render on the forest scene or this villa are insane. I'm just totally astonished by what you do. Keep going I want to see where you can go and bring your project on godot. Look like you want to do kcd but in Italia 👌I love it . Prove that godot in 3D is a good engine bro !

Фото профиля Toni Macaroni
Toni Macaroni11 месяцев назад

Thanks! The scene shown here is just a common example scene like Sponza called "San Miguel". For the forest I have to redo how I cull certain objects that's why I didn't showcase it here. I will do so in the next posts as well as give some more info.

Фото профиля 🐶Saul🐶🐢
🐶Saul🐶🐢11 месяцев назад

Also i am still in self doubt if meshlet is technically also included in this proposal along with streaming or not . Also this is listed in the priorities page btw ( i delusionaly pray we see news on this in 2026 )

Фото профиля Toni Macaroni
Toni Macaroni11 месяцев назад

They are talking about splitting the mesh into clusters and streaming/culling those, so yeah pretty much meshlets. However since they focus on backwards compatibility I doubt they would use mesh shaders for that and do it entirely via compute shaders.

Фото профиля 🐶Saul🐶🐢
🐶Saul🐶🐢11 месяцев назад

That's fine i guess , though they could always do it as a fallback and meshlet for hardware the support it, althout i read someone in rocket that mimicking meshlets with compite seems to have minimal perf differences.

Фото профиля Toni Macaroni
Toni Macaroni11 месяцев назад

mimicking mesh shading in compute comes with a little overhead because you have to use the graphics pipeline at some point for drawing the meshlets. With mesh shaders you bypass the input assembler, vertex shader, etc.

Фото профиля 🐶Saul🐶🐢
🐶Saul🐶🐢11 месяцев назад

At least it wont be as big as nanite overhead on meshes that are not 500k polys( HOPEFULLY )

Фото профиля 🐶Saul🐶🐢
🐶Saul🐶🐢11 месяцев назад

Wow you are doing a really good job modifying the engine for your needs. It look's so sick!! Also ik you understandably won't do it but it would be great if you even opened a pr with this stuff in godot,even if it 's just a proof of concept.

Фото профиля Marcel
Marcel11 месяцев назад

I wonder about the stats. 0 drawcalls: how that? fps average 60: Are the fps somehow limited, or is this just the performance in this scene?

Фото профиля Toni Macaroni
Toni Macaroni11 месяцев назад

FPS is capped to 60, otherwise I experience some instability in the engine as well as my gpu running wild. As for the stats, since with gpu driven rendering and meshlets you can do fine-grained culling the drawn primitives shown by the engine aren't correct anymore.

Фото профиля Marcel
Marcel11 месяцев назад

Impressive work! Is this for self study or a project you ate working on?

Фото профиля Toni Macaroni
Toni Macaroni11 месяцев назад

It's for a game I'm working on. As I showed before I expect to have large amounts of alpha tested objects like foliage as well as dense rock formations. I invested in the techniques mentioned in order to achieve those requirements with reasonable performance.

Фото профиля Marcel
Marcel11 месяцев назад

Very impressive. Can't wait to see the progress 🫡

Фото профиля Hope 
Hope 11 месяцев назад

It would be cool to see this officially, you ever have plans to contribute to the repo?

Фото профиля Juan Manuel Costello 🇦🇷
Juan Manuel Costello 🇦🇷11 месяцев назад

Is this just an experiment?

Фото профиля Teenathayaala Vaiyanan
Teenathayaala Vaiyanan4 месяцев назад

@ToniMacaroniy Is there any source code for this by any chance? Would be interested in using it as learning material for me and my students

Фото профиля solitary
solitary11 месяцев назад

Why DX12 and not Vulkan?

Фото профиля Stanley
Stanley8 месяцев назад

Is this your fork of godot and do you plan on pushing this to Godot main?

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