Explore tweets tagged as #render_graph
🌏⛮ Max Out Your Gear World Engine’s built to use every bit of your hardware: multi-core CPUs, GPUs, all of it, through a slick compute graph. No bottlenecks. Game devs craft massive worlds, filmmakers render cinema-quality in real-time, influencers get lifelike virtual
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📝はてなブログに投稿しました --------------------------------- 【URP】In the render graph API, the output Render Texture must have a depth buffer. ゲーム作るためのこと学ぶdevろぐ(’ー’)/チャラン https://t.co/s4xrTvRUBE #はてなブログ
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8月,灰度推出了专注于AI领域的去中心化AI新信托基金“Grayscale Decentralized AI Fund”, 主要投资于与AI相关的项目代币。 截至12月23日,灰度AI基金的持仓项目已涵盖Bittensor (TAO)、Filecoin (FIL)、Near(NEAR)、Render(RNDR)以及The Graph(GRT),管理的资产总价值约达150万美元。
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I'm using the Boat Attack Water that you can find on Github for some of my URP games. I'm using the rendergraph-U6 branch and, of course, Render Graph. Beginning with Unity 6.2, when I built for macOS, the water would not render. It worked fine prior to Unity 6.2 and it still
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🚀 New article on our Medium! @Grayscale has added @StoryProtocol ($IP) to its Decentralized AI Fund — alongside NEAR, Bittensor, Render, Filecoin & The Graph. 🧠 A milestone that marks the entry of intellectual property into the AI era. This inclusion represents: ⚙️
Story was just added to @Grayscale's AI Fund in their quarterly rebalance. This inclusion signals growing recognition of IP as critical infrastructure for AI. The future of AI needs rights-cleared training data. Made possible at scale on Story ↴
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Noticeable M5 AVP performance improvement when running a multi-shader stress test: - M2 struggles to render 8 shader graph materials and suffers from pixelation on the caustics material - M5 does a better a job at loading all materials and reduces the pixelation in caustics
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HTrace AO is updated to 1.1.0! This update introduces Render Graph support for URP and VR improvements for HDRP. And we've also released a bundle with all three pipelines for less than the price of two: https://t.co/vIdsGvBkhU
#gamedev #indiedev #unity3d
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Project Graph is amazing! RGBX creates Albedo, Normal, Depth, Irradiance in one shot. I pulled albedo for this image without needing to create additional render passes and created masks for objects in scene using Entity Segmentation.
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“RNDR+AI - Internal sandbox testing here with Stable Diffusion GPU workloads run on Render w/ AI jobs launched entirely via the web portal - but for artists, this can be way more useful within the Render SDK node / 3D app graph. The generative AI payload on GPU is pretty cheap
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🚀 Top DePin Projects By Market Cap 🔥 Here are the top DePin projects by market capitalisation. Filecoin, Render and The Graph are the top 3 with the largest market cap currently. Which ones are in your bag? Tell in comments 👇 $FIL $RENDER $GRT #2Z $THETA $ATH $HNT $AR $WAL
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WebGPU brings compute shaders to the web! Compute shaders are now fully supported with Babylon's Frame Graph (with WebGPU mode)! Custom render pipeline with compute shaders! Let's GO! https://t.co/VWWoTcrcdN
#3D #WebDev #gamedev #indiedev #WebDevelopment #webgl
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"Orson Favrel's Realtime VFX in Unity showcases the stunning 'Six-way lighting' feature in VFX Graph, using lightmaps to dynamically render smoke's lighting response from six directions. #Unity #VFX #GameDev" Project link:- 👇 https://t.co/iCZNUuBioA
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