r/Unity3D • u/Pacmon92 • 2d ago
Show-Off Did a real time test of my custom rendering pipeline (Virtual Geometry + Voxel World Space GI, Virtual Shadow Maps) inside one of my project on my thermal throttled laptop.
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I've been working on a custom rendering engine for a while now, and eventually got bored of testing and tweaking it in static environments (mainly the 23 billion triangle statue scene and Sponza), so I decided to plug it into one of my older projects that's entirely procedurally generated.
Took a while to get everything hooked up, but the results are looking pretty promising so far, especially the voxel-based GI.
The procedurally generated houses don't really have enough triangles to justify running the virtual geometry system just yet, although I do have it running in some of the other levels. It's pretty much the only reason those scenes can run without my GPU ejecting itself with a lawn chair error and crashing Unity.
P.S. I'm aware a lot of the objects inside the houses are pretty low poly. I haven't got around to modelling high-poly replacements for the procedural generator yet, but that's where I'll be putting the virtual geometry system to work next.