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SparkyPotatoatlv24JMS55alice-i-cecile
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Add release notes for meshlet BVH culling (#20526)
# Objective - To add release notes ## Solution - Write the release notes ## Testing - Read them --- ## Showcase <img width="2560" height="1392" alt="meshlet-bvh-culling" src="https://github.com/user-attachments/assets/2acc2692-a3f4-43fd-8e89-bb68c6e3a94e" /> (example screenshot of what should go in when we add images) --------- Co-authored-by: atlv <[email protected]> Co-authored-by: JMS55 <[email protected]> Co-authored-by: Alice Cecile <[email protected]>
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---
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title: Virtual Geometry BVH culling
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authors: ["@SparkyPotato", "@atlv24"]
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pull_requests: [19318]
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---
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(TODO: Embed example screenshot here)
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Bevy's virtual geometry has been greatly optimized with BVH-based culling, making the cost of rendering nearly independent of scene geometry.
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Comparing the sample scene shown above with 130k dragon instances to one with over 1 million instances, total GPU rendering time only increases by 30%.
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This also gets rid of the previous cluster limit that limited the world to 2^24 clusters (about 4 billion triangles).
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There are now *no* hardcoded limits to scene size. In practice you will only be limited by asset VRAM usage (since streaming is not yet implemented),
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and total instance count due the current code requiring all instances to be re-uploaded to the GPU every frame.
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The screenshot above has 130,000 dragons in the scene, each with about 870,000 triangles, leading to over *115 billion* total triangles in the scene.
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Speaking of concrete GPU cost, the scene above renders in about 3.5 ms on the 4070, with \~3.1 ms being spent on the geometry render and \~0.4 ms on the material evaluation.
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After increasing the instance count to over 1 million (almost *900 billion triangles*!), the total increases to about 4.5 ms, with \~4.1 ms on geometry render and material evaluation remaining constant at ~0.4 ms.
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This is a 30% increase in GPU time for an almost 8x increase in scene complexity.
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Comparing GPU times to 0.16 on a much smaller scene with 1,300 instances, previously the full render took 2.2 ms, whereas now it is 1.3 ms.

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