- in-depth breakdown of the the frame strutcure in Doom eternal
- major changes since Doom to 2016 include mesh decals, new GPU based light, decal culling and dynamic draw call merging
- the blog post provides an overview of VRS modes, presents some possible use cases and performance numbers from the first tests in Wicket Engine
- the article provides an introduction to sparse and dictionary learning methods and applies these to try to archive better compression for full PBR texture set
- this part of the series presents a discussion of how the BC6 and BC7 format is implemented
- Additionally provides the necessary code to decode the format in a shader
- the blog post explains how PIX for Windows tracks placed and reserved resources
- uses active/inactive state tracking and presents what limitations exist
- the article provides an overview of the Nvidia tools available and how they can be combined to improve application performance
- the article provides a post-mortem view about the kind of changes, optimizations, and quality reductions had to be done to make the game run on the Oculus quest
- the article provides a detailed breakdown of a shader that implements a matrix style effect that can be applied via tri-planar mapping to every surface
- the blog post describes the custom Occulus fork of RenderDoc that adds support for a profiling mode
- this mode offers a Tile Timeline view that allows investigation of tiled GPU performance
- additionally also ads a Vulkan draw call metrics collector
Thanks to Trevor Black for support of this series.
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