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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)
Original file line number Diff line number Diff line change 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 )
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 )
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