Devlog - Improved vertex cache optimization
February 08, 2008
Recent changes:
- Dynamic irradiance environment maps for meshes, terrains and billboards (by means of a harmonics basis).
- New vertex cache optimizator (processing time depends on mesh complexity linearly); it also reorders polygons for more optimal rendering (less overdraw).
- Overlapping visualization for 3D meshes in ResourceEditor / Viewer.
- Refactored plugins for 3D modeling packages, vertex cache optimization is always performed on export now.
- Faster loading of large files in non-native formats into ResourceEditor.
- Improved soft shadows.
- Adjustable bias for translucence.
- Hash can be stored in stack memory now.
- Improved algorithm for instance rendering (no performance drop on non-instanced geometry).
- Reflection masks (works the same way as light and collision masks).
- New console variables: render_show_penumbra (shows penumbra in color) and render_show_splits (shows PSSM splits in color).
- Added performance stress-tests.
- Direct3D9 shaders have been switched to row-major order matrices.
- Correct detection of ATI R600 cards.
- Workaround for Direct3D9 / ATI2 textures crash bug.
- Fixed shadow bilinear sampling on R600.
- Multiple selection of nodes in UnigineEditor (for cloning, deletion, transformations and export).
- Export of mesh data from UnigineEditor.
- Support of images in ComboBox.
- Updated installation script (no more problems with binary version).
No vertex cache optimization (overlapped regions are colored by red):
After optimization:
Thus we get less overdraw after optimization.
Now there are the following shader presets available:
| Shaders preset | Features |
|---|---|
| High | Soft shadows for all light sources |
| Medium | No soft shadows |
| Low | No bilinear filtration of shadows on ATI cards; water has only 2 normalmaps instead of 4; no foam for water; no shadows for water; no volumetric interaction of particles; no shadows of particles; ambient occlusion shader makes 2 times less samples; no soft interaction of omni and projected volumetric objects |
By the way, there is very bad situation with biases on R600 / Direct3D10, their values are abnormally low. We are waiting for a responce from AMD drivers team now, hope this bug being fixed very soon.
PS: Only 3 weeks left to license current version of Unigine at very low prices (before 29th February).
Last News
Strange Games released puzzle-shooter "Demolicious" on the iOS App Store.
The game is powered by UNIGINE Engine and features cutting edge physics and destruction on mobile devices.
Read more in the official press-release.
Flying Cafe For Semianimals (Ukraine) announced its UNIGINE-powered game "Cradle", a Sci-Fi first-person quest.
This atmospheric project is to be released in spring 2012 for PC.
Read more in the official press-release.
Steve Brodie, CEO of Ai3D Pty Ltd, shares about how and why UNIGINE Engine has enabled Ai3D Pty Ltd to become one of the world’s most capable Realtime Visualisation companies and complete over 60 successful projects.
Read the detailed success story.
Oil Rush, a naval strategy game by UNIGINE Corp., is announced for official digital release on January 25, 2012 for Windows, Linux and Mac OS X.
Read more in the official press-release.
Strange Games announced today that it is developing Demolicious; the ultimate action-puzzle-shooter showcasing cutting edge physics and destruction on mobile devices. Powered by the UNIGINE Engine, Demolicious packs a powerful punch technologically and is available in stunning HD.
Read more in the official press-release.
Unigine Corp. opens up an office in Prague, Czech Republic to operate sales for Europe and North America as well as investor relations.
Anton Ravin joins the company as the head of European branch after seven years at NVIDIA.
Read more in the official press-release.
Limited time offer for indie developers: up to November 30, the starting price for indie license (a fully functional binary version of Unigine engine) is only $1299 (royalty-free, unlimited number of seats).
Read more in the official press-release.
BlueGiant Interactive game studio has licensed Unigine engine as a technology platform for its upcoming game titles.
The studio is to announce its first Unigine-powered game in September.
Read more in the official press-release.
