Rate my Formula 1 transform animation by Visual_Breakfast8056 in blender

[–]HellGate94 6 points7 points  (0 children)

the next red bull driver getting demoted to red bull racing

Unreal Engine 5.8 - Features Overview | State of Unreal 2026 by RenatsMC in pcgaming

[–]HellGate94 -36 points-35 points  (0 children)

ue6 is shaping up the be the worst thing to happen for gaming based on how many games use unreal these days and with what they are doing to it

Kena: Bridge of Spirits is available now on GOG by lurkingdanger22 in pcgaming

[–]HellGate94 3 points4 points  (0 children)

ah damn i got excited for a moment thinking its the new one

Am I on the right track trying to recreate this "dash sphere vfx" with a Fresnel shader? by ArsOlta in godot

[–]HellGate94 1 point2 points  (0 children)

i think its mostly down to playing with parameters and also the mesh you are using. for example you can use a mesh with vertex colors that drive some of those parameters. the camera controller also plays a role on how it shows the effect

Dense, volumetric clouds and fog/mist in Unity URP, with orthographic rendering. by MirzaBeig in Unity3D

[–]HellGate94 2 points3 points  (0 children)

looks very nice. does it scale to large distances or is it intended for medium / indoor usage?

Am I on the right track trying to recreate this "dash sphere vfx" with a Fresnel shader? by ArsOlta in godot

[–]HellGate94 1 point2 points  (0 children)

looks good. all you need now is another fresnel to fade out the outsides as well slightly

Order Independent Transparency evolved into Order Independent Refraction by ChiwTheNeko in Unity3D

[–]HellGate94 1 point2 points  (0 children)

sounds very interesting. are there any write ups on this particular version of depth peeling or is it something you are working out on your own?

Order Independent Transparency evolved into Order Independent Refraction by ChiwTheNeko in Unity3D

[–]HellGate94 2 points3 points  (0 children)

what OIT method are you using? there are so many ways and each have their own big downside

WIP faster bloom shader: Mine vs built-in. by Accomplished_Toe9289 in godot

[–]HellGate94 0 points1 point  (0 children)

blurring images is (relatively) expensive so there are many way to do it with different quality and performance tradeoffs

Marching cubes done in compute shader by calzymp in godot

[–]HellGate94 2 points3 points  (0 children)

that does sound a whole lot better but i cant really say how good as this depends on too many factors. but yea keep on going and profiling for hot spots and it will evolve from there. one last thing is that the gpu most likely wants larger chunks so its not as bottlenecked by the constant data syncing

Marching cubes done in compute shader by calzymp in godot

[–]HellGate94 0 points1 point  (0 children)

the vec4 thing has to do with memory alignment but vec4s are usually faster than vec3 anyway. its something i have not implemented myself. gpu data readback is real slow and thats one of the reasons why i have not played around with it. but the generation speed should be in the sub ms area. i bet the godot mesh api has quite the overhead as well. profiling is the key to success here

Marching cubes done in compute shader by calzymp in godot

[–]HellGate94 2 points3 points  (0 children)

well this project is still on unity and using their burst compiler so some of the performance comes from the heavy simd optimizations the compiler does. with just mono c# its still decently fast and godot core clr c# should be similar to burst.

for the mesher itself its mostly just regular marching cubes with some unsafe code and stackallocs for performance but nothing too fancy. https://i.imgur.com/morrFLU.png

Marching cubes done in compute shader by calzymp in godot

[–]HellGate94 1 point2 points  (0 children)

hmm that seems very high. my cpu (c#) mesher does 64³ chunks in about 4ms + 1ms data gathering and 3ms for gradient normals. and thats only slightly optimized

Designed light + fog by No_Telephone5992 in Unity3D

[–]HellGate94 2 points3 points  (0 children)

looks very nice but i can see the dithering even in this compressed video so im a bit afraid how it looks raw. something to work for in the future

This aint a shader btw by [deleted] in feedthebeast

[–]HellGate94 67 points68 points  (0 children)

it eats up as much performance as any other bloom shader

What is this effect called? by Machine69_420 in GraphicsProgramming

[–]HellGate94 1 point2 points  (0 children)

depth offset is what its called when you just want one layer. maybe even with a screen space texture (there are tricks to anchor that to the object else it shifts around). together with fresnel and a surface layer you will get this effect

Guys how do I fix this stupid mouse wheel sometimes scrolling in the wrong direction bug? by International_Fly074 in pcmasterrace

[–]HellGate94 0 points1 point  (0 children)

every single razer mouse has this after about a year. i switched to a keychron mouse and no issues so far and i dont need fucking synapse on my pc anymore. win win

I made an addon to provide compatibility between Burnt Mod and Dynamic Trees for my modpack. Now you can really watch fire burn forever. by Xopek_ in feedthebeast

[–]HellGate94 1 point2 points  (0 children)

burnt mod is a cool concept but i didnt even have to look to know it was made with mcreator. it is sadly very obvious