The post provides an in-depth look at the current state of rendering in Wicked Engine at the end of 2024. Key highlights include the use of forward rendering with tiled forward approach, optimizations like 2.5D culling, and the implementation of a visibility buffer to support post-processing typically found in deferred

49m read timeFrom wickedengine.net
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Forward or deferred rendering?Visibility BufferFirst person weapon rendering with visibility bufferMesh shadersVisibility compute shadingBindless resourcesBuffer typesTexture compressionTexture StreamingShadow mapsOcclusion cullingMSAARay tracingPlanar reflectionsFP16 – half precision float usageShader pipeline compilationNormal vector transformsOrthographic cameraRemoving the pos3D interpolatorWetness mapsSSGIConsole supportClosing

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