Media Summary: Vulkan Two-Pass Culling - Occlusion Culling Debugging 0:00 - Flythrough 0:41 - Debug view of LODs with Reducing the amount of occluded geometry submitted to the
Vulkan Two Pass Gpu Occlusion Culling - Detailed Analysis & Overview
Vulkan Two-Pass Culling - Occlusion Culling Debugging 0:00 - Flythrough 0:41 - Debug view of LODs with Reducing the amount of occluded geometry submitted to the A lot of reading today and compute shader basics today but we are now in a much better place to get into translating the computeĀ ... For games that heavily feature dynamic or user-generated levels, classic optimization techniques like static This scene has 38.400.000 triangles running at around 18 frames (~doubled performance) on the Macbook M1 Air with