JMS55
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...
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...
It would be great to be able to highlight gaps in occupancy, to help track inefficient task synchronization in multithreaded job systems.
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.
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.
* 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....
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...