![]() On the GPU we achieved significantly more effective culling, but this translates to only a small gain overall for the geometry rendering. “We achieved the main goal, which was to reduce the CPU cost per object compared to previous ACs even though we would have liked to do even better, but due to some legacy features like CPU driven LOD transitions, even completely static geometry still needed more CPU work than necessary. Also, 30-80% of its shadow triangles were culled. Since its time of release, Ubisoft worked on improving it and apart from its ridiculous VRAM requirements, Unity runs okay on the PC platform.Īssassin’s Creed: Unity also offered 20-40% triangles culled (backface + cluster bounds) and there was only a small overall gain geometry rendering (around 10%). For the time being, let’s overlook the fact that the game was a mess on the PC. In addition, AnvilNext was able to offer 1-2 orders of magnitude less drawcalls, something essential for an open-world game. According to the devs, AnvilNext was able to push 10X more objects/instances than previous Assassin’s Creed games. ![]() During this year’s SIGGRAPH, Ulrich Haar and Sebastian Aaltonen talked about the latest iteration of the AnvilNext Engine that was powering Assassin’s Creed: Unity.
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