Genius Graphics Optimizations You NEED TO KNOW

Genius Graphics Optimizations You NEED TO KNOW

29.347 Lượt nghe
Genius Graphics Optimizations You NEED TO KNOW
Too many Graphics Optimizations with weird acronyms? Well I cover 50+ in this video! 👉 Do you want to learn more about Gamedev graphics/engine? If so, click here https://youtu.be/rMjuVSyp3Io?si=CJ_OkqWDA6rcfyNv 👨‍💻Want more content faster? Follow my LinkedIn: https://www.linkedin.com/in/oskar-schramm/ 🍿 WATCH NEXT https://youtu.be/3O27oLVps4Q?si=AWpCYnY9VxvV05wg https://youtu.be/B_v3YSr8W98?si=3fZeqq9H7VHzyG2e 🔵JOIN GAMEDEV DISCORD SERVER https://discord.gg/5KKGX4wxGk MY OTHER SOCIALS 👨‍💻 LinkedIn: https://www.linkedin.com/in/oskar-schramm/ 🐦 Twitter: https://x.com/OskarSchramm 🟪 Github: https://github.com/OskarSchramm WHO AM I? 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. Through my videos here on this channel and my social post I enchance the gamedev community and help programmers and game developers like you, on the road to be the best in your field and acchieve your dreams. ⌚️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