UE 网络同步分享
- package –> bunch for each actor
- UDP 加上层简单实现的可靠通信,一次ACK
- 同步应该同步哪些信息,比如精准的动画交互等,既要保证数据量的最小化,又要保证数据的
many punctual lights shadow map
- cubemap texture array
- atlas
- virtual texture
resources
http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
Shadow Map Atlas
For each light casting a shadow, a unique depth map is generated and saved into one tile of a giant 8k x 8k texture atlas. However not every single depth map is calculated at every frame: DOOM heavily re-uses the result of the previous frame and regenerates only the depth maps which need to be updated.
When a light is static and casts shadows only on static objects it makes sense to simply keep its depth map as-is instead of doing unnecessary re-calculation. If some enemy is moving under the light though, the depth map must be generated again.
Depth map sizes can vary depending on the light distance from the camera, also re-generated depth maps don’t necessarily stay inside the same tile within the atlas.
DOOM has specific optimizations like caching the static portion of a depth map, computing then only the dynamic meshes projection and compositing the results.source code —- Frosbite atlas
FrostbiteEngine/World/Render/Lighting/LocalLightShadowModule.cppsource code —- UE
- atlas
- virtual shadow map
https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/VirtualShadowMaps/
- atlas