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29 May 2024
Replying to @Dev_Lewa
May I ask what's your setup of threads / queues / commandbuffers?
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First ever development alpha release of #Nabla github.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!
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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.
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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

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16 Jan 2022
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?
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29 May 2021
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.
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You know you spend too much time playing with low level graphics APIs when all your software problems are being solved with commandbuffers!
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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…
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Making games this week is looking at the CommandBuffers API and frowning for 8 hours every day
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11 Jan 2021
Replying to @rikarends @monfera
Call overhead is adressed in webGPU using commandbuffers.
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27 Dec 2020
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.
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Replying to @Eikins_
oh neat! never seen these before although it looks like commandbuffers never use them anywhere?
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18 Nov 2020
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.
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6 Jul 2020
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? #gamedev #Unity
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14 Mar 2020
Worked today on a translucent(SSS(?)) shader while I continue my exploration of commandbuffers. #madewithunity #translucent
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14 Sep 2019
Just made a small diorama for the water shader! 🏖️ Added distortion for shadows, chromatic aberration and an option for underwater blur using commandbuffers, but it's not 100% ready yet- #screenshotsaturday #unity3d #gamedev #zelda #madewithunity #water youtu.be/HXyOqJEkxjs
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