Microsoft is changing the game again with its new Majorana 1 chip. But as gamers, our question is: could this be used in the ...
Virtual sets and advanced graphics are becoming essential in delivering impactful storytelling,” said Marcus B. Brodersen, CEO of Pixotope, a real-time virtual production platform. “Thanks to new ...
Alex Battaglia reviews Kingdom Come Deliverance 2's PC implementation. How does the game fare and is CryEngine still a good ...
Digital Foundry's John Linneman delivers the tech review of Avowed for Xbox Series X, Series S and PC. This is a surprisingly ...
"If your GPU does not support hardware raytracing, such as pre-RTX GPUs, we have developed our own solution to allow ...
Use precise geolocation data and actively scan device characteristics for identification. This is done to store and access ...
The Snapdragon 8 Gen 2 uses the Snapdragon X70 5G modem, while the 8 Elite has a newer Snapdragon X80 5G modem, although the ...
Failure to "precache" is catching up with game developers who don't follow basic Unreal Engine development principles.
Epic then goes on to explain that, prior to Unreal Engine v5.2, its recommended best practice was to 'bundle' the most commonly required PSOs into a cache that would be created as the game starts ...
Unreal Engine 5.2 introduced a new system for preloading Pipeline State Objects (PSOs) to help reduce stuttering caused by shader compilation in games. This alleviates shader stuttering, which is a ...
These PSOs can be built at any time and, theoretically, leveraged to optimize shader compilation, preventing stuttering during rendering. Before Unreal Engine 5.2, Epic recommended that developers ...
"Rendering an object usually involves several shaders (e.g. a vertex shader and ... They even talk up Vulkan's Graphics Pipeline Library as a "good initiative". However, prior to Unreal Engine 5.2, ...