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This is a quick test that I did exactly 4 years ago while searching for rendering solutions for BFS in UnrealEngine. You see millions of Nanite meshes, with their transformations injected directly into GPUSceneInstanceSceneData. You could do rigid animations on that buffer too with all culling being performed. At... show more
34,908 görüntüleme • 3 ay önce •via X (Twitter)
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@ThreatInteract , please show this guy how to properly do it, this guy is incompetent.

Remember to check our discord where we talk about tech specs of our project

what does BFS stands for here in this context?

BFS changes it’s meaning dependend on what you make with it here. It’s obviously Billion Foot Shuffle !

What a strong pc you have

This was running on 2080Ti

Wait what... dang

@GameDevMicah where is your precious niagara, now?! :P (jp)

@GameDevMicah I’ll make a post about Niagara next week and what was our biggest concern and why we have decided to implement our own VFX system inside EU. It took @KK_DMA around 3 weeks

@GameDevMicah @KK_DMA i’m here for the all gpu infinite physics era

@GameDevMicah @KK_DMA So good!

Awesome.👏

@SebAaltonen That's really cool. I have been following Seb recently but I'm not super familiar with all this work, would you mind if I ask which work, paper, conference of him inspired this in particular? For learning purposes :)

@SebAaltonen Sure. It's here:

pretty sure my gpu is sweating just watching this playback 🥵
