- discusses problems with synchronization between unrelated work when using a single command queue
- showcases how two command queues can achieve better overall utilization at the cost of longer latency
- explanation of the simball environment that has been initially designed for the Maxwell Renderer
- descriptions of the different object features, what they are designed to provide tests for and how it’s supposed to be used
- shows how Zelda uses an FX in world space to make objects visible in high grass by adjusting the position of the effect based on the environment
- fix clipping with the object by offsetting the FX towards the camera
- twitter thread with a checklist of common problems that can cause objects not be rendered in OpenGL / D3D
- the technique that mixes rasterization and temporal antialiasing to only ray trace pixels where a classification algorithm determines that TAA will not produce good results
- C++ source code and prebuild demo application are released
- The decals are projected from world space onto the mesh UV and rendered into separate per-object decal textures
- optimizations to raytracer using SIMD
- extending AABB tests to deal with various edge cases
- a new set of SDR ODT (Output Device Transforms)
- first Output Transforms that combine the RRT (Reference Rendering Transform) and ODT (Output Device Transforms) into a single transform
- shows how the runtime/compile time selection feature of the Rust programming language is used to select different SSE intrinsics based on the available hardware
- overview of rendering API support for the user of Roblox
- Metal reaches above 60% on MacOS and D3D11 77% on Windows
- on Android, Vulkan is available on 20% of devices
- new sdk contains VK_KHR_get_display_properties2 and VK_KHR_draw_indirect_count extensions