Looking good! What rendering optimizations do you have implemented? Edit: see you got octree lods, that’s dope. Do you have greedy meshing and frustum culling?
thanks :). there are a few optimizations: - there's a low resolution depth prepass to accelerate rays. - the raymarching is done in the fragment shader (kinda like teardown game). and all chunks are simply cube meshes. - raymarching is done on a voxel octree, so uniform spaces (completely filled/completely empty) are skipped as required. there's no meshing for the voxel data as it's all raymarched within volumetric data structures. and as for the cube meshes - they use frustum culling yes. tho no greedy meshing.
Absolutely fantastic! Thanks for developing this in the open!
I am glad you liked it. :)
Looking good! What rendering optimizations do you have implemented?
Edit: see you got octree lods, that’s dope. Do you have greedy meshing and frustum culling?
thanks :).
there are a few optimizations:
- there's a low resolution depth prepass to accelerate rays.
- the raymarching is done in the fragment shader (kinda like teardown game). and all chunks are simply cube meshes.
- raymarching is done on a voxel octree, so uniform spaces (completely filled/completely empty) are skipped as required.
there's no meshing for the voxel data as it's all raymarched within volumetric data structures. and as for the cube meshes - they use frustum culling yes. tho no greedy meshing.