Skip to content

Commit 8e8b15b

Browse files
committed
Merge branch 'master' of https://github.com/DsoTsin/gamedev
2 parents 9dcc446 + 077c90d commit 8e8b15b

File tree

2 files changed

+11
-2
lines changed

2 files changed

+11
-2
lines changed
Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,11 @@
1919

2020
* MaterialInstance方式对**uber material**的支持力度不够
2121
* **数据驱动**的渲染支持不够(材质描述方式对数据驱动的改造不友好,虽然有PrimitiveCustomData支持)
22-
* StaticMesh数量过多的场景渲染对CPU负担较大,面数复杂度高的StaticMesh对GPU负担大(虽然UE5**一部分**解决了该问题)
22+
* StaticMesh数量过多的场景渲染对CPU负担较大,面数复杂度高的StaticMesh对GPU负担大
23+
* 虽然UE5**一部分**解决了该问题
24+
* 虚拟几何体
25+
* 层次化管理和表达复杂模型
26+
* 混合光栅化
2327
* HISM针对性的优化力度不够,还需要针对性地管理内存,剔除和渲染:
2428
* 建筑(HISM批次合并不彻底)
2529
* 草(运行时的生成,实例化的渲染还有很大优化空间)

README.md

Lines changed: 6 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -8,6 +8,10 @@
88
- [可见性裁剪](1.ue4_insights/visibility_determination/visibility.md)
99
- [地形渲染](1.ue4_insights/terrian_rendering/terrian.md)
1010
- [植被渲染](1.ue4_insights/terrian_rendering/foliage.md)
11+
- [虚拟纹理和SparseTexture]()
12+
- [虚拟阴影和SparseShadowMap]()
13+
- [虚拟几何体和MeshShading]()
14+
- [LumenGI和SVO]()
1115

1216
- [Kaleido3D开发日记](3.build_next_gen_gfx_lib/ReadMe.md)
1317
- [使用Clang构建C++反射框架](2.reflect_cpp_with_clang/reflect_cpp_with_clang.md)
@@ -21,4 +25,5 @@
2125
- [ISPC Raymarcher](9.optimization/ISPC_Raymarcher.md)
2226
- ISPC加速场景结构管理和剔除
2327
- [终极CPU/GPU混合驱动管线](9.optimization/UltraCPUGPUHybridDrivenPipeline.md)
24-
- [让UE4D3D12RHI支持Bindless资源](9.optimization/BindlessImplementOnUE4.md)
28+
- [让UE4D3D12RHI支持Bindless资源](9.optimization/BindlessImplementOnUE4.md)
29+
- [UE4/5的优缺点分析](8.misc/ue4_dis_and_fut.md)

0 commit comments

Comments
 (0)