Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 - GDC 2019 - Unreal Engine

Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 - GDC 2019 - Unreal Engine

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Performance

45 of 52

45 of 52

Performance

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Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 - GDC 2019 - Unreal Engine

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

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