This one dives into managing hardware ray tracing in instance-heavy scenes. GPU stalls, occlusion spikes, expensive ray hits and acceleration structures is some of the subjects.
And how we got performance back by tweaking ray hit shading cost, reflections & probe gathering, etc.
If you’re working with Unreal, HWRT, Nanite, or large instanced scenes, I hope you'll find it interesting.
How we optimized Mannequin for Quest 2. About draw calls, occlusion, instancing, CPD, LOD tuning, and a bunch of small tools to get the most out of the Q2.
If you’re into VR performance or technical art, you might like this.
I was told I need to make a little fuzz about starting a blog, so here goes!
My first post is about how we built the lighting workflow for Mannequin on Quest 2.
Using Lumen and baking the result with GPU Lightmass. Also faking bloom and reflections on low-end hardware, and creating custom tools to keep everything consistent across Q2 and PC.
If you're into technical art, lighting pipelines, or VR optimization, you might enjoy it.
I'm a tech artist. And I find the whole idea of having a dedicated person to "translate between programmers and artists" incredibly stupid.
Not only are you the bottleneck, it also makes the other 2 sides really lazy. Artists feel they don't have to care about tech (cuz that's "programmer stuff") and programmers don't have to care about learning how the things they program are actually used.
It's not agile. It prevents cross team learning. It builds silos - Talk to each other!
After writing about #techart topics for a while and growing increasingly frustrated with Artstation's blogging tools, I finally moved to WordPress🎉: https://haukethiessen.com/
All posts so far did survive the move. I'm still getting used to the newfound freedom, adding new features and polishing the new site, so please let me know about any rough spots. #gamedev
Dear #TechArt and engine #gamedev, can someone point me to a page that actually explain how to get non-correlated channel to compress better under astc?
Say I have a matcap mask texture packed with roughness and metallic for example?
Is there anything we can do better than setting a large channel (component) weight?
The old “-mask” command just don’t work well with latest astcenc.
Okay recently we discussed how to create an efficient escalator geometry, but what about animating it?
Of course you can always just send a bunch of stairs along a spine, but I didn't like that. First of all: a bunch of objects running on a loop seems like a bit of a hassle and also a waste of draw-calls.
So as I was expecting to do a lot of math anyways, I wanted to just do it properly.
screenshot from sims 4. in front of an orange wall, we can see a long mirror with wooden frame. in the mirror a women is reflected and she looks toward the camera.