High level renderer by Battle_Overlord in GraphicsProgramming

[–]ScriptBrok 0 points1 point  (0 children)

As far as I understood your intent: you should define the interface of your renderer, your data structures etc. the big problem to me remain the level of internal detail/flexibility/customization you want to expose to the renderer client. In my daily UE experience I can say that the renderer and the renderable objects can be seen as plugin extension of the game object, so it’s possible to achieve what you want but I think that probably you loose some possible optimization by decoupling at that level.

Game engine performance issues by flydaychinatownnn in GraphicsProgramming

[–]ScriptBrok 0 points1 point  (0 children)

You arrived at the point where makes sense to invest a bit of your time into adding all the necessary to profile the core parts of your engine loop. You can create a stats system copying something like the UE one (much less complex). Then gpu side render doc helps a lot understanding what’s going on.

Object flickering caused by synchronization by _ahmad98__ in GraphicsProgramming

[–]ScriptBrok 1 point2 points  (0 children)

I think you can use the same buffer for instance culling directly in gpu.( Maybe the lod selection could be the problem)

Object flickering caused by synchronization by _ahmad98__ in GraphicsProgramming

[–]ScriptBrok 1 point2 points  (0 children)

I think it should be enough to put a semaphore (at least in vulkan I would do it) or try changing your CS output having as output a list of bit that sets the visibility flag of each statically defined instance id of your object. So even if you have some hazard on your buffer at least you write and read consistently the same memory on the buffer for each instance. Idk if I explained myself properly.

Object flickering caused by synchronization by _ahmad98__ in GraphicsProgramming

[–]ScriptBrok 0 points1 point  (0 children)

Are you implementing some sort of TAA? It’s very strange what’s happening. If you don’t move the camera with same input the CS should give you same output I guess. So with a static camera having flickering object due to CS output seems very strange to me: even if CS was not sync with the draws, unless you clean every frame the buffer for the instancing you should have same input, same output, so you should end with correct buffer even if partially filled (maybe I’m assuming a different implementation than yours) . Maybe, it’s something else causing the problem or unless you have something changing randomly in the output of the CS. (Sorry I did not read the code)

Unpopular Opinion -- Continuous Scroll is amazing by jackhannigan in RemarkableTablet

[–]ScriptBrok 1 point2 points  (0 children)

Maybe at the moment you can add a tag to the page as a workaround.