Instanced Indirect Rendering in UE4

Computes everything in compute shaders on the GPU, including LODs and frustum culling. No GPU-CPU stalls anymore, it’s faster than HISM or ISM. Since around 4.22 Epic has exposed indirect rendering via the RHI mostly because of Niagara, but this is a custom rendering component so there’s no overhead and is therefore faster where it […]

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Body part marker #UE4 editor extension that hijacks the static mesh editor viewport via ugly c++ hacks. Marked vert… twitter.com/i/web/status/1…
Implemented instanced indirect rendering in UE4 to compute everything on GPU including LODs and culling. No GPU-CPU… twitter.com/i/web/status/1…
Implemented merge instancing in UE4 to render different meshes in a single draw call. Large meshes --> multiple ins… twitter.com/i/web/status/1…