https://gpuopen.com/download/gdc\-2019\-s4\-optimization\-techniques\-re2\-dmc5\.pdf
I find the dx12 feature in Capcom’s RE Engine.
It’s work when occlusion culling or indirect draw zero instance.
I feel confuse why ue5 not using it, and want to try it.
Maybe EPIC‘s programmer will give me some advice.
THX~
Hello there,
If I understand the presentation correctly, the mention of Predication is one of two possible solutions. The other solution is ExecuteIndirect, which Unreal does use in GPU-side culling. Some of the cases this occurs as mentioned tangentially here: [Content removed]
As the slides further mention, Predication is listed as being incompatible with console platforms, which would make ExecuteIndirect a more portable approach.
I hope that helps.
Best regards,
Chris
Ok. I tested predication and find it work when indirect draw zero instance in nanite.The gpu time is optimized.
Thank you very much.
Good to hear.
If you have any other questions, please feel free to ask. Otherwise, if this answers your question, would you mind if I close this case for now?
Best regards,
Chris
Thank you, I’m glad I could help.
Best regards,
Chris