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by skocznymroczny 1300 days ago
From what I've seen in the modern game engines, the current state of the art seems to be executing a compute shader which does frustum and occlusion culling on GPU and dynamically generates an indirect argument buffer which gets drawn in several or a single indirect draw.

This article contains a basic implementation of such idea in Vulkan - https://vkguide.dev/docs/gpudriven/gpu_driven_engines/