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Frame Graph implementation #16536

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Popov72 opened this issue Apr 28, 2025 · 1 comment
Open
1 of 26 tasks

Frame Graph implementation #16536

Popov72 opened this issue Apr 28, 2025 · 1 comment
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@Popov72
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Popov72 commented Apr 28, 2025

Here are a number of things to implement/check to ensure that they work as expected with frame graphs.
This list is not ranked in order of importance; some items are more important than others, and some will likely be postponed until a request is made, as they are not a priority (such as a number of rarely used post-processes):

  • all renderers:
    • bounding box
    • depth peeling
    • edges renderer
    • outline renderer.
    • Note that the depth renderer and the geometry buffer renderer are supported through the geometry renderer task
  • missing post-processes / rendering pipelines:
    • SSAO2
    • motion blur
    • screen space curvature
    • sharpen, stereoscopic, etc.
  • viewport / camera.viewport
  • Rig cameras
  • Sprites
  • NME with prepass texture block
  • Custom render target textures => Use the ObjectRenderer task and link it to the dependencies input of another ObjectRenderer if the texture is to be used in the context of this second rendering (in a material, for example).
  • fluid renderer
  • RSM gi
  • IBL shadows
  • snapshot rendering mode
  • procedural textures
  • frozen meshes
  • screenshots
  • priority mode
  • inspector: debug timings, etc
  • handle context loss
  • mirror texture
    etc.
@Popov72 Popov72 self-assigned this Apr 28, 2025
@Popov72 Popov72 added this to the 9.0 milestone Apr 28, 2025
@lockphase
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Hey, thanks for taking the time to make a list! Appreciate the transparency. Off the top of my head, I think frozen meshes, custom RTTs and posts are my often use-cases, looking forward to implementation and testing. I will migrate to FG after clearing my existing to-dos, cheers!

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