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Here's a blog post[1] from last year regarding an open-source implementation of virtual geometry. The linked code is maybe a couple thousand lines. It's not something you'd write in an afternoon, but it's also not the towering monument of complexity that Epic Games pretends it is.

[1]: https://jms55.github.io/posts/2024-06-09-virtual-geometry-be...

Edit: I don't mean to sound disparaging - it's some genuinely cool algorithms. It's just that Epic is incentivized to hype it up, and so you get a huge paper and multiple talks that are designed to make it seem even more impressive.



Still amazes me that the upfront cost of determining which triangles to render or not could ever net a gain in performance.




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