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

Unreal Engine via YouTube

Overview

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Explore the refactoring of the mesh drawing pipeline in Unreal Engine 4.22 through this GDC 2019 talk. Gain insights into the renderer's restructuring to enhance ray tracing efficiency and GPU-driven rendering. Discover the impact on project-specific engine modifications, new auto-instancing functionality, and future development implications. Delve into topics such as draw commands, state filtering, cache coherence, uniform buffer updates, vertex factories, dynamic relevance, and performance optimization. Learn about mobile rendering considerations and real-world testimonials from game developers implementing these changes.

Syllabus

Intro
Why did we want to do this
How do we get there
How the current pipeline works
Mesh Batch
Drawing Policy
Traversal and Policy
Changes
Warning
What is a Draw Command
Stateless Draw Commands
Generating Draw Commands
Batch Draw Commands
Code Snippets
Adding the Mesh Batch
Comparing Old vs New
Draw Commands
Old System
Sorting
New Submission Code
Automatic State Filtering
Cache Coherence Traversal
Why to Cache
Uniform Buffer Update
Primitive Uniform Buffer
Invalidation
Validation Mode
Vertex Factories
Dynamic Relevance
Static Relevance
Rendering
Merging
Dynamic Instance
Buckets
Shader Parameters
Bindings
Unified Buffer
Dynamic Resizing
Get Primitive Data
Instance ID
SetStreamStore
Vertex Stream
Results
Programmer Art Solution
Performance
Cost of Drawing
Best Case Results
Issues
Mobile Rendering
Testimonials
Shores Unknown
Outro

Taught by

Unreal Engine

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