A Technical Overview of the O3DE Atom Renderer

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  • เผยแพร่เมื่อ 15 ธ.ค. 2024

ความคิดเห็น • 15

  • @tkothadev
    @tkothadev 5 หลายเดือนก่อน +5

    I didn't realize that O3DE already was capable of implementing Nanite, that is huge news

  • @ceomentalcom157
    @ceomentalcom157 5 หลายเดือนก่อน +9

    We all want virtualization geometry so bad! o3de will blow the market if you will implement it.

    • @Capewearer
      @Capewearer 2 หลายเดือนก่อน

      Bevy didn't blow, even though it supports virtual geometry.

  • @petrzb
    @petrzb 5 หลายเดือนก่อน +1

    please, give instruction to change from RHI dx12 to Vulkan. Video card Intel UHD 630. "Editor.exe --rhi=vulkan" not started

    • @gamecoder77
      @gamecoder77 3 หลายเดือนก่อน +1

      I had the same problem. you need to run editor with some commands like you have tried. also check your graphics drivers.

  • @GameDevGeeks
    @GameDevGeeks 4 หลายเดือนก่อน

    where can I look up if o3de has a feature or not?
    for example, if I want to know it supports IES light profiles or not.

  • @segfault4568
    @segfault4568 4 หลายเดือนก่อน +2

    Should add captions it is a bit difficult to understand the voice sound is inconsistent.

  • @joseeduardobolisfortes
    @joseeduardobolisfortes 3 หลายเดือนก่อน

    Can anyone clear one thing for me? O3DE has support for AR/VR glasses like Meta Quest? And things made with it can be deployed as a on-line, multiplayer metaverse environment, using something like Colyseu ou Vircadia as web base? I'm developing a educational platform in my university and need a engine with this resources. I'm aware of existent cloud platforms because they are not feasible for educational purposes.

  • @JustixLoL
    @JustixLoL 5 หลายเดือนก่อน

    Hey, thanks for sharing it! In case of Views, can Render Processors itself generate additional views? For example, shadow views produced by some light render processor based on light components with casting shadows? I assume such processor or some logic on top could select different lights to be used as shadow caster for each frame, so it would require deciding shadow views for each frame. Thanks 🙏

    • @vickytao2010
      @vickytao2010 5 หลายเดือนก่อน

      It already does. We call these views Transient Views. So in each frame, the feature processors can add these views to a RenderPipeline and the RenderPipeline would remove the references of these views in the end of the frame.

  • @petrzb
    @petrzb 5 หลายเดือนก่อน

    I think, will be better if o3de work with shader model 4. It will be good for Intel UHD 630. FPS will be from 40 to 50.

  • @syndromeX
    @syndromeX 5 หลายเดือนก่อน +2

    Extremely difficult to use engine comparing to its predecessor, Cryengine

    • @baphomet8958
      @baphomet8958 5 หลายเดือนก่อน

      Whats so easy on CryEngine ?
      Never got anything running with CryEngine and i tried it 3 times 😂
      At first i thought im simply to dumb for CryEngine but then i realized im working with Unreal Engine (mostly coding, Blueprints only then i have to for GAS or shader programming) and most ppl say Unreal is a beast of an engine so what im doing wrong 🤔

    • @segfault4568
      @segfault4568 4 หลายเดือนก่อน +3

      No it's far easier to use than CryEngine, O3DE also has more tools now.

    • @maxiluaces505
      @maxiluaces505 4 หลายเดือนก่อน +1

      @@segfault4568 true