
Real-time Sparse Distance Fields for Games (GDC 2023 – YouTube link)
This presentation introduces a novel algorithm for PC and console developers to efficiently generate sparse distance fields in real-time.
This presentation introduces a novel algorithm for PC and console developers to efficiently generate sparse distance fields in real-time.
Aras Pranckevicius (Unity) presents a new rendering system being developed out in the open for Unity 5. With a tightly controlled and highly-efficient C core unpinning a scriptable surface area in C#, it’s one of biggest graphics focused changes to Unity in its history.
Higher levels of realism and believability can be achieved when accurate sound reflections are deployed in a game or experience. Spatialized, physically generated reflections can achieve this goal.
When creating state-of-the-art sound for a game or experience, many sound designers focus on accurate spatial 3D rendering of direct sound sources. Spatialized direct sound is important for realizing believable soundscapes that pull the player into the game world.
This update has a number of notable performance and feature improvements, and it reflects the enhancements built into the version of TAN supported in Steam Audio.
The GPU processing power of TrueAudio Next (TAN) has now been integrated into Steam Audio from Valve (Beta 13 release).
mGPU isn’t just for gamers – if you’re a developer working on a game, you should think of using mGPU to make your life easier.
RapidFire SDK captures and encodes the input images entirely on the GPU and then copies the encoded result into the system memory for processing on the CPU.
Where does TrueAudio Next really fit into this emerging new ecosystem of audio processing for VR?
DOPPEngine changes the output of your desktop in ways that can be very useful with various effects.
Alternate Frame Rendering (AFR) is the method used to take advantage of Multiple GPUs in DirectX® 11 and OpenGL® applications.