klepto2 766 Posted December 17, 2021 You might consider to port this to the GPU using Computeshaders, i would assume, that you can reach a higher resolution with lower impact than calculating it on the cpu. Keep in mind that Computeshaders can execute parallel so you just need to wait for the last shader. https://github.com/bridgekat/vxrt 1 Quote Link to comment
Josh 15,479 Posted December 18, 2021 There are some issues to consider. At what point does the data go over to the GPU? Voxelization of polygons is very hard to go in the GPU rasterizer. If uncompressed voxel data is sent to the GPU, that is going to use a lot of memory bandwidth. What is the latency for such a system going to be, and how does that compare to sending final compressed texture data that was calculated on the CPU? Quote Link to comment
Vida Marcell 108 Posted February 16, 2022 Josh, after you released Ultra, will you update the stand alone verison of UAK with these new widgets? Quote Link to comment
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