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Curious if this mod gonna get updated ever? #28

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Taiyou06 opened this issue Dec 20, 2024 · 2 comments
Open

Curious if this mod gonna get updated ever? #28

Taiyou06 opened this issue Dec 20, 2024 · 2 comments

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@Taiyou06
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I know myself as a plugin dev but not a mod owner, maintaining stuff is hard and can be tiring. I wouldn't wanna cause any issues, I'm just curious of the status of the mod as i saw SketchRenderer mod in repositories section. @RogoShum

@RogoShum
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SketchRender was designed for lightweight client rendering requirements, primarily for my magic mod. I was hoping to improve entity rendering culling, so I plan to combine these functions. However, I haven't yet decided how to break down or merge some of the features. Also, the name "Brute Force Rendering Culling" is too long and clumsy, so I'm still considering whether to rename it or just merge the functionality into SketchRender.

Over the past few months, I've been busy with work in real life, but recently I've had some time to continue developing the Minecraft mod. I'll plan my mod development based on available free time. Currently, SketchRender is still testing chunk culling using compute shaders, and it's only been tested on Embeddium. The effect is similar to the Nvidium's Mesh Shader culling and submitting chunk renders.

The advantage of compute shaders is that their setup requirements are lower—only OpenGL 4.6 is needed to perform GPU-to-GPU chunk rendering, without needing to transfer the culling data to the CPU for processing. However, this approach incurs additional GPU computational costs, which is more like a GPU acceleration feature. After testing, I found that devices with good single-core CPU performance don't experience much overhead in chunk culling, but the extra GPU culling overhead can slow down frame generation time.

I originally wanted to make as few changes as possible to Embeddium for easier migration to other APIs or versions, but after testing, I realized that to achieve good performance on as many devices as possible, I need to manage more data and spend more time testing and developing. Regarding entity culling, data transfer optimizations still need to be adjusted. Future updates will only be released when there's significant improvement, and if the optimization doesn't work out, it might be abandoned altogether. Personally, I still prefer working on magic-related mods.

If I continue to improve Brute Force Rendering Culling, it may evolve into a rendering backend mod similar to Nvidium.

@Taiyou06
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Thank you for the reply! Glad to hear what's happening in the background and for the period I used BruteForceRenderingCulling Mod, It was really good and performant and hope everything goes to your liking.

As for the name, if i were to suggest I would probably name it similar to Elements like Sodium did or Planet names for the cool factor lol.

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