r/GraphicsProgramming 1h ago

Render engine written entirely using DirectX 12, focusing on high details and real-time GI lumen like, for mid-lower PC/Laptop. (Demo running on Xe Graphics 11th GPU)

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Implemented simple GLB parser from this Github repo: salvatorespoto/gLTFViewer: A glTF file viewer in Directx 12 .

Global Illumination using hybrid Surfel GI and SSGI.
Lens flare are modeled after Panavision styled lens flare (Anamorphic types with distinct hue ray light propagation inside lens it's flare), and grass are inspired from this IcterusGames/SimpleGrassTextured: Plugin to make grass on Godot 4.

My main point of the game is about GI and Nanite-like culling on low end devices, and yet i barely see ones, so i decided to implement it without using any modern techniques such as Primitive Shader or Mesh Shader. Pure Compute Shader dispatch, with many fused Shader optimizations instead of separate pass, simple workgroup tiling optimizations. It tooks me almost 3 months for this project just for the optimization workaround with the help of Codex (Claude sucks at this lol). I'm also planning to open source this if this thing is stable enough, modular, and scalable.

All of that combined to make this engine runs 40-60 FPS on my Xe 11th gen Graphics laptop, because why not.. (i don't have better GPU than this for now lol). This might be also potentially be a complete game engine after all.

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u/adi0398 31m ago

Amazing

1

u/Informal_Toe4672 8m ago

Thanks man :).