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The Shader Permutation Problem - Part 1: How Did We Get Here?

It is no secret that we tend to have a bit of a problem with shader permutations in real-time graphics. It’s such a bad problem that it not only affects graphics programmers, but also trickles down to all of the other content creators that use an engine. If you don’t believe me, just go ahead and search for “unreal compiling shaders meme” on Google images and see what comes up. There are many great ones to choose from, but personally I am a bit partial to this one: ....

Executeindirect Drawindirect , Drawindirect Dispatchindirect , Monolithic Shader Program , Few Shaders Among , Pipeline State Object , Shader Model ,

PC game developers try to explain why modern console ports are so bad

Given the constant stream of bad PC ports of otherwise beloved games, a couple of devs have offered an explanation for what's going wrong. ....

Marc Whitten , Hideyuki Miyashita , John Johanas , Star Wars Jedi , Last Of Us Part , Unity Create , Final Fantasy , Digital Trends , Unreal Engine , Pipeline State Object , Metro Gaming , Submit Stuff ,

Layers of Fear should be stutter free thanks to Unreal Engine 5

Layers of Fear developers are using Unreal Engine 5 to ensure the only thing you’re frightened by is the game itself, not poor PC optimization. ....

Krzysztof Kansy , Unreal Engine , Star Wars Jedi , Pipeline State Object ,