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Add release notes for meshlet BVH culling #20526
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Aug 14, 2025
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release notes
SparkyPotato 8f3e2a5
fix
SparkyPotato a379b42
fix
SparkyPotato ca90f06
rename
SparkyPotato af037c0
add comparison
SparkyPotato 2a5d13d
merge
SparkyPotato f485290
fix
SparkyPotato ddd799f
remove needless framerate
SparkyPotato 1dbaef2
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--- | ||
title: Virtual Geometry BVH culling | ||
authors: ["@SparkyPotato", "@atlv24"] | ||
pull_requests: [19318] | ||
--- | ||
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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. | ||
Comparing the sample scene show 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). | ||
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. | ||
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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. | ||
After increasing the instance count to over 1 million (almost *900 billion triangles*!), the total increase 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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