Skip to content

t/pixels-and-polygons

Pixels and Polygons: top posts

The most useful posts in this topic, by likes from the community.

Posts

  1. Article

    AI upscaling will not save your frame budget (if you are CPU bound)

    No, so, every second performance discussion now ends with "just turn on DLSS". Players say it, okay. Producers say it, less okay. Last month a producer said it in a meeting about our game thread at 21 ms. I almost had a stroke. What upscaling actually does Temporal upscalers (DLSS Super Resolution, FSR, XeSS, Unreal's own TSR) render the frame at a lower internal resolution and reconstruct a higher resolution image…

    Bartek Wójcik14likes11comments

  2. Question

    How do you stop designers from putting logic on Tick in every Blueprint?

    No, so. New project, Unreal 5, small team (6 programmers, 9 designers). Designers are great, they build fast. Problem: every Blueprint they make has Event Tick with something on it. Checking distance to player. Rotating a coin. Updating UI text every frame. We have 400+ actors in the level, game thread is 19 ms on target, and I measured 6 ms of it is Blueprint Tick. I tried: Talking about it in the meeting. Worked…

    Bartek Wójcik5likes11comments

  3. Question

    shader graph outline for sprites, how do you stop the edges getting cut off?

    trying to do a simple 1px outline on sprites when you hover them, to show you can interact. shader graph in URP 2D. my approach: sample the main texture alpha 4 times with the UV offset by one texel up, down, left and right, add them up, subtract the original alpha, use that as the outline mask it works... except the outline is cut off at the edges of the sprite. like the top of the characters head has no outline at…

    Jake Morrison2likes5comments

Get the best of Dynamo Geeks weekly

One email each Monday with the most useful posts. No spam; unsubscribe in one click.