~/talk

Refactoring the Mesh Drawing Pipeline

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
slides:none on file

UE4 4.22 replaces the old static draw-list with Mesh Draw Commands and a Mesh Pass Processor, caching full RHI state so the GPU can own more work. Dynamic instancing via D3D11 draw‑instanced indirect cuts draw calls typically ~2x (engine case) and up to ~10x in a duplicated scene; PS4 depth goes 2.0ms→0.3ms and base 3.2ms→0.4ms (larger scene: depth 15.7→1.2ms, base 27.8→2.4ms). It requires PrimitiveID indirection and breaks some legacy paths (mobile merging delayed, single global planar reflection, custom material expressions must use new accessors).

AI-written summary · about

  1. 0:00Intro
  2. 2:03Motivation pt2
  3. 3:08How do we get there?
  4. 5:05Journey of a Draw
  5. 5:42FMeshBatch
  6. 8:32Sins of the Static Mesh Draw List
  7. 11:04Old Mesh Drawing Pipeline
  8. 14:24Example: Depth Pass
  9. 17:21Shader Bindings
  10. 17:46New Mesh Drawing Pipeline
  11. 20:19Submit Mesh DrawCommands
  12. 21:40Caching FMeshDrawCommands
  13. 23:17Uniform Buffers
  14. 24:35Cache Invalidation
  15. 26:21Vertex Factories
  16. 27:23Caching Code paths
  17. 28:41High level frame with caching
  18. 36:17GPU Scene Primitive data buffer
  19. 37:27Primitiveld
  20. 37:52Merging Effectiveness
  21. 42:17GPUPerfTest x3 + no distance culling
  22. 44:26Casualties
  23. 45:56Caveats
  24. 46:17Testimonials
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