Too many Graphics Optimizations with weird acronyms? Well I cover 50+ in this video!
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If we haven’t met before - Hey 👋 I’m Oskar, a game developer specialized in engine and graphics programming with custom game engines, with over a decade of experiance, just turned professional in the field.
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⌚️Timestamps:
0:00 Intro
0:30 Frustum Culling
0:52 Occlusion Culling
1:28 Distance Based Fog
1:42 Instancing
2:06 Batching
2:19 Dynamic Terrain Tessellation
3:03 Image Based Lighting
3:25 Light Probes
4:20 Light Mapping
4:37 Photon Mapping
4:57 Voxel Based Global Illumination
5:14 SSAO
5:27 Deferred Shading
5:49 Light Prepass
6:12 Acceleration Structures
6:33 Tiled Rendering
6:55 Clusters (Forward+)
7:18 Screen Space Reflection
7:29 Precomputed Radiance Transfer
7:50 Stencil Shadow Volumes
8:03 Shadow Atlas
8:22 Cascaded Shadow Maps
8:42 Variance Shadow Mapping
8:04 Mipmapping
9:15 Texture Channel Packing
9:46 Bindless Resources
10:08 Mega Textures
10:28 Resource Streaming
10:43 Sparse Virtual Textures
10:57 Optimizing Models
11:15 LOD
11:55 Caching
12:11 Minimizing State Changes
12:27 Branchless Shaders
12:54 Signed Distance Fields
13:05 Compute Shaders
13:32 Async Compute
14:02 Temporal Reprojection
14:27 FXAA
14:41 Hierarchical Z-Buffer
14:54 Depth Peeling
15:06 Bitwise transparency & Alpha Stripping
15:37 Logarithmic & Reverse Depth
16:01 Depth Prepass