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Why did we want to do this
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Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 - GDC 2019 - Unreal Engine
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- 1 Intro
- 2 Why did we want to do this
- 3 How do we get there
- 4 How the current pipeline works
- 5 Mesh Batch
- 6 Drawing Policy
- 7 Traversal and Policy
- 8 Changes
- 9 Warning
- 10 What is a Draw Command
- 11 Stateless Draw Commands
- 12 Generating Draw Commands
- 13 Batch Draw Commands
- 14 Code Snippets
- 15 Adding the Mesh Batch
- 16 Comparing Old vs New
- 17 Draw Commands
- 18 Old System
- 19 Sorting
- 20 New Submission Code
- 21 Automatic State Filtering
- 22 Cache Coherence Traversal
- 23 Why to Cache
- 24 Uniform Buffer Update
- 25 Primitive Uniform Buffer
- 26 Invalidation
- 27 Validation Mode
- 28 Vertex Factories
- 29 Dynamic Relevance
- 30 Static Relevance
- 31 Rendering
- 32 Merging
- 33 Dynamic Instance
- 34 Buckets
- 35 Shader Parameters
- 36 Bindings
- 37 Unified Buffer
- 38 Dynamic Resizing
- 39 Get Primitive Data
- 40 Instance ID
- 41 SetStreamStore
- 42 Vertex Stream
- 43 Results
- 44 Programmer Art Solution
- 45 Performance
- 46 Cost of Drawing
- 47 Best Case Results
- 48 Issues
- 49 Mobile Rendering
- 50 Testimonials
- 51 Shores Unknown
- 52 Outro