A Technical Overview of the O3DE Atom Renderer

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  • Опубликовано: 29 сен 2024
  • Hear from Sidharth Moudgil, Rendering Lead and SIG-Graphics Chair, as he covers various parts of the O3DE Atom Renderer, and how they work together in a data-driven modular fashion. Sidharth will touch on the pass system, RPI tagging system to help data drive various features, render pipelines, material, and shader-related tooling.
    Check out the Q&A portion of the session: • Q&A: A Technical Overv...
    If you have questions, we encourage you to explore some resources and documentation that might address your query:
    • Join the Discord Server [ / discord ]: Sometimes, the question you have might have already been answered by other community members. Use the search function in our Discord server to see if your question has been addressed before or submit your question to #general channel. [ / discord ]
    • Documentation: Check out our documentation, which often contains detailed explanations and examples that might help you find the answer you're looking for. [www.docs.o3de....]
    • Good First Issues: Take a look at our list of "Good First Issues". These are tasks that are well-suited for newcomers to O3DE and can be a great way to get started and familiarize yourself with our codebase. [o3de.org/contr...]

Комментарии • 14

  • @tkothadev
    @tkothadev 3 месяца назад +5

    I didn't realize that O3DE already was capable of implementing Nanite, that is huge news

  • @syndromeX
    @syndromeX 3 месяца назад +1

    Extremely difficult to use engine comparing to its predecessor, Cryengine

    • @baphomet8958
      @baphomet8958 2 месяца назад

      Whats so easy on CryEngine ?
      Never got anything running with CryEngine and i tried it 3 times 😂
      At first i thought im simply to dumb for CryEngine but then i realized im working with Unreal Engine (mostly coding, Blueprints only then i have to for GAS or shader programming) and most ppl say Unreal is a beast of an engine so what im doing wrong 🤔

    • @segfault4568
      @segfault4568 2 месяца назад +3

      No it's far easier to use than CryEngine, O3DE also has more tools now.

    • @maxiluaces505
      @maxiluaces505 Месяц назад

      @@segfault4568 true

  • @ceomentalcom157
    @ceomentalcom157 3 месяца назад +8

    We all want virtualization geometry so bad! o3de will blow the market if you will implement it.

  • @joseeduardobolisfortes
    @joseeduardobolisfortes Месяц назад

    Can anyone clear one thing for me? O3DE has support for AR/VR glasses like Meta Quest? And things made with it can be deployed as a on-line, multiplayer metaverse environment, using something like Colyseu ou Vircadia as web base? I'm developing a educational platform in my university and need a engine with this resources. I'm aware of existent cloud platforms because they are not feasible for educational purposes.

  • @petrzb
    @petrzb 2 месяца назад +1

    please, give instruction to change from RHI dx12 to Vulkan. Video card Intel UHD 630. "Editor.exe --rhi=vulkan" not started

    • @gamecoder77
      @gamecoder77 27 дней назад

      I had the same problem. you need to run editor with some commands like you have tried. also check your graphics drivers.

  • @petrzb
    @petrzb 2 месяца назад

    I think, will be better if o3de work with shader model 4. It will be good for Intel UHD 630. FPS will be from 40 to 50.

  • @GameDevGeeks
    @GameDevGeeks 2 месяца назад

    where can I look up if o3de has a feature or not?
    for example, if I want to know it supports IES light profiles or not.

  • @segfault4568
    @segfault4568 2 месяца назад

    Should add captions it is a bit difficult to understand the voice sound is inconsistent.

  • @JustixLoL
    @JustixLoL 3 месяца назад

    Hey, thanks for sharing it! In case of Views, can Render Processors itself generate additional views? For example, shadow views produced by some light render processor based on light components with casting shadows? I assume such processor or some logic on top could select different lights to be used as shadow caster for each frame, so it would require deciding shadow views for each frame. Thanks 🙏

    • @vickytao2010
      @vickytao2010 3 месяца назад

      It already does. We call these views Transient Views. So in each frame, the feature processors can add these views to a RenderPipeline and the RenderPipeline would remove the references of these views in the end of the frame.