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#unrealengine

14 posts14 participants0 posts today

I just spent way too much time trying to figure if releasing an RHIResource in #UnrealEngine would immediately free the corresponding GPU resource.

I am still not 100% certain, but it seems like the two RHI implementations I looked at both make sure to keep the GPU resources around until the GPU has finished rendering the frame.

In D3D12RHI for instance, the GPU resources are only freed once the corresponding FrameFence is completed, in FD3D12PoolAllocator::CleanUpAllocations().

GPU Skinning in #UnrealEngine immediately allocates vertex buffers for all LODs when using morphs.

Today I learned, that it is actually rather easy to allocate those buffers lazily (by modifying FSkeletalMeshObjectGPUSkin::InitMorphResources()). That way, skeletal mesh components that never take a big amount of screenspace can save a bit of VRAM.

We might be able to benefit form this in one of our projects, as many characters are never close to the camera.