JMS55

Results 94 issues of JMS55

Unreal has a [WorldPartition](https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partition-in-unreal-engine) feature, where you can divide the static portions of your game level into grid cells. Cells not near a "streaming source" (e.g. the player) get unloaded...

enhancement

Add an ECS schedule for updating the editor UI that runs after PostUpdate. Right now we're doing UI updates in Update/PostUpdate, but I think it probably makes sense to have...

Partial, hacky fix for #54. There's no real issue always importing it afaik, but probably needs more testing.

# Bevy Solari ## Preface - See release notes. - Please talk to me in #rendering-dev on discord or open a github discussion if you have questions about the long...

C-Feature
A-Rendering
D-Complex
M-Needs-Release-Note
X-Contentious
S-Needs-SME

It would be great to be able to highlight gaps in occupancy, to help track inefficient task synchronization in multithreaded job systems.

enhancement

In section https://docs.vulkan.org/tutorial/latest/15_GLTF_KTX2_Migration.html#_optimizing_ktx2_files It suggests to do > toktx --format BC7_RGBA texture.ktx2 texture.png However `--format` no longer exists, and I believe `toktx` in general is deprecated in favor of `ktx...

Supersedes https://github.com/bevyengine/bevy/pull/21725.

A-Rendering
C-Dependencies
S-Needs-Review

Go back to only sampling the world cache for rough and non-first-bounce surfaces, but sample direct lighting when that doesn't happen. Mainline This PR Pathtraced reference Fixes https://github.com/bevyengine/bevy/issues/21967.

A-Rendering
S-Ready-For-Final-Review
D-Complex
C-Refinement

* Search for a spatial neighbor up to 5 times for ReSTIR instead of just once. * Bump RAY_T_MIN to 0.001. Prevents artifacts and doesn't really cause more self intersections....

A-Rendering
S-Ready-For-Final-Review
C-Refinement

This is the tentative roadmap/list of missing features/general ideas for Solari raytraced lighting. Performance: * Half-resolution GI * Upper limit on number of world cache cells updated per frame to...

A-Rendering