Robert Swain
Robert Swain
FSR 2.0 is apparently similar to what they helped Unreal to do for their temporal super resolution TAA/upscaling. It would be good as part of an effort to get some...
As the information is only needed for texture atlas sprites it feels like there should be a way to make a uniform for that case and only use it in...
Indeed it looks pretty similar to #4216 , but it not requiring the App extension thing seems like an improvement.
I tested lighting, mesh2d, many_sprites, and ui and all look ok to me.
Longer-term, I think we should define a shader import for this in `bevy_render` and use it everywhere. But doing this for now as a minimal fix in case it were...
> couldn't they be imports? See above. :D
Hmmmm. I want to keep the render pass spans as they’re commonly useful for understanding performance. The rest I agree with.
@mockersf oh, I'd completely missed this was about enabling trace by default. Hmm, I guess it depends who is the receiver of the default configuration. I suppose when shipping an...
Yeah. My gut is leading me to sorting out data preparation stuff first. So things around compressed textures and ways of managing data with uniform/storage/texture/vertex/instance buffers, including using textures for...
For the general discussion: I have been thinking about this and playing around with instancing and batching in a separate repo. I would say: GPU instancing is specifically drawing the...