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Virtual Geometry in Bevy 0.15
Introduction Original scene by Griffin. Slightly broken due to lack of double-sided material support.
We'll have users give a fixed size for this buffer on startup, based on the maximum number of clusters they expect to have visible in a frame in any given scene (not the amount pre-culling and LOD selection). From what I've heard from other projects, software raster is only a 10-20% performance improvement over mesh shaders in most scenes, unless you really crank the tiny triangle count (which is admittedly a goal, but not an immediate priority). That was a lot of background and explanation for what's really a rather simple change, so let me finally get to the main topic of this PR: the problem with duplicating vertex data per meshlet is that we've just increased the size of our MeshletMesh asset by a thousandfold.
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