First ever development alpha release of #Nablagithub.com/Devsh-Graphics-Pr…#Vulkan object Lifetime-Tracking warrants it, no longer care about what order to delete Buffers, Images, Pipelines, Descriptor Sets&Pools
You only keep track of submitted CommandBuffers!
All is Refcounted!
Example: In my design, the global renderer object returns a mutable FrameRenderer object when you call StartFrameRendering. You use that object to create CommandBuffers which can be used to start render passes and provide their draw calls.
Implement new mesh raycast system, remove old super raycast package
Uses commandbuffers instead of a full camera render for improved performance with the same result
- jarryd on main/spraycan_restore/super_raycast commits.facepunch.com/403874
Anyone apple/metal can help here? When i stop committing commandbuffers, something goes into 'sleep' mode and the last buffer i committed doesnt get flipped to the screen, seems like the flipchain goes to sleep or something like it. Anyone have an idea how to fix it?
Instancing is far more important than webGPU draw-call buffers for UI. Even on next-gen API's like metal these commandbuffers are only a fraction of the performance of instancing.
10/19 Between each of these stages we want to grab a copy of the gbuffer (after a deferred stage) or forward image buffer (after lighting) and hand it to the next stage. In built-in, we can do all of that with stacked cameras and CommandBuffers, but…
I had this problem since a month, but a few days ago, an idea came to my mind on how to solve this.
By using commandbuffers, I'm drawing my animated mesh again, but with a very simple geometry shader. So the mesh is animated at this point.
Yea drawcalls im not testing here, i've noticed that instancing is absolutely necessary even if you abuse those new API's to the max with recorded commandbuffers. Instancing is still 100x ish faster.
Last week I was talking about using Graphics.DrawMeshInstanced to improve performance with 32k actors. Anyone used it with CommandBuffers and have any pros/cons vs just using it in their update loop?
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