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Objective

  • To add release notes

Solution

  • Write the release notes

Testing

  • Read them

Showcase

meshlet-bvh-culling (example screenshot of what should go in when we add images)

@SparkyPotato SparkyPotato requested review from atlv24 and JMS55 August 11, 2025 23:56
@SparkyPotato SparkyPotato added the C-Docs An addition or correction to our documentation label Aug 12, 2025
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.
However, this still runs at 60 fps on an RTX 4070 at 1440p, with most of the time being due to the instance upload CPU bottleneck mentioned above (taking 14 ms of CPU time).

Speaking of 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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Speaking of 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.
Speaking of GPU cost, the scene above renders in about 3.5 ms on a 4070, with ~3.1 ms being spent on the geometry render and ~0.4 ms on the material evaluation.

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I was referring to the 4070 + 1440p combo mentioned above

Co-authored-by: atlv <[email protected]>
Co-authored-by: JMS55 <[email protected]>

(TODO: Embed example screenshot here)

Bevy's virtual geometry has been greatly optimized with BVH-based culling, leading to almost true scene-complexity invariance on the GPU.
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Bevy's virtual geometry has been greatly optimized with BVH-based culling, leading to almost true scene-complexity invariance on the GPU.
Bevy's virtual geometry has been greatly optimized with BVH-based culling, making the cost of rendering nearly independent of scene geometry. (Then write something here about 120k vs 1 million instances).


Bevy's virtual geometry has been greatly optimized with BVH-based culling, leading to almost true scene-complexity invariance on the GPU.

This gets rid of the previous cluster limit that limited the world to 2^24 clusters (about 4 billion triangles).
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This gets rid of the previous cluster limit that limited the world to 2^24 clusters (about 4 billion triangles).
This also gets rid of the previous cluster limit that limited the world to 2^24 clusters (about 4 billion triangles).

Comment on lines 12 to 13
There are now *no* hardcoded limits to scene size, only unique instance limits due to VRAM usage (since streaming is not yet implemented),
and total instance limits due the current architecture requiring all instances to be uploaded to the GPU every frame.
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There are now *no* hardcoded limits to scene size, only unique instance limits due to VRAM usage (since streaming is not yet implemented),
and total instance limits due the current architecture requiring all instances to be uploaded to the GPU every frame.
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),
and total instance count due the current code requiring all instances to be re-uploaded to the GPU every frame.

and total instance limits due the current architecture requiring all instances to be uploaded to the GPU every frame.

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.
However, this still runs at 60 fps on an RTX 4070 at 1440p, with most of the time being due to the instance upload CPU bottleneck mentioned above (taking 14 ms of CPU time).
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I don't think this sentence would mean much to people not very familiar with the rendering code.

However, this still runs at 60 fps on an RTX 4070 at 1440p, with most of the time being due to the instance upload CPU bottleneck mentioned above (taking 14 ms of CPU time).

Speaking of 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.
After increasing the instance count to over 1 million (almost *900 billion triangles*!), the GPU time 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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Add something like "this is X times the triangle count, but only Y more GPU time"

@alice-i-cecile alice-i-cecile added this to the 0.17 milestone Aug 12, 2025
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged labels Aug 12, 2025
@SparkyPotato SparkyPotato requested a review from JMS55 August 12, 2025 21:00
@SparkyPotato SparkyPotato removed the S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged label Aug 12, 2025
@SparkyPotato SparkyPotato added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Aug 13, 2025
Co-authored-by: atlv <[email protected]>
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Aug 14, 2025
Merged via the queue into bevyengine:main with commit f72617d Aug 14, 2025
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@SparkyPotato SparkyPotato deleted the meshlet-release-notes branch August 14, 2025 21:23
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A-Rendering Drawing game state to the screen C-Docs An addition or correction to our documentation S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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