Robert Swain
Robert Swain
My hunch is that shading the same fragment multiple times causes more problems than just the cost of shading the fragment multiple times, in the sense that it causes some...
I was going to ask about your scene and materials. I see from the Tracy trace that you’re using voxels- can you please provide a lot more information about how...
Currently the way bevy draws meshes is one draw command per mesh. I’ve been experimenting, learning, and looking into what are called ‘batching’ and ‘instancing’ #89 to use far fewer...
My first thought when seeing the description of this PR is that when we start removing unused pipelines, how do we manage that they have been removed so we can...
> Maybe we should add CAS to the TAA/FXAA bundles. We should at least link to CAS from the TAA docs, where it mentions the softness of TAA. Sharpening by...
What operating system, and if Linux what display server, and what driver?
> So, I just learned that unity only applies the depth prepass to meshes that are also shadow caster. https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html should we also do this for the prepass? Or at...
> So, essentially that would result in the prepass being enabled for the StandardMaterial but disabled by default on any other material? Is it for the goal of having it...
> But yeah, when testing AO atm, it's annoying to have to remember both to add the PrepassSettings (the default has normals off, I need both depth and normals), and...
> > The way I see it, the PbrPlugin is essentially the StandardMaterialPlugin, so naming it standard_material_prepass feels a bit redundant to me. > > Ah, but when we add...