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Info siggraph rendering presentations (mostly ue5)

gorobei

Diamond Member
some actual details about the engines and how they are dealing with polycount and lighting.


ue5 nanite poly detailing (some interesting changes to software raster over hw) [looks like mesh shaders will be shouldering the bulk of future fps gains from being more efficient. very early for the engine, he covers all the things it cant do near the end of the video]


ea frostbite GI calculation (seemingly no real need for ai or dl)
 
(cont. because the forum doesnt allow more than 2 media links per post)
ue5 gi
very old school approach, the frostbite surfel system seems like it has better upside.
 
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