9:20 I might be mistaken, but I believe PR #8822 (merged 2 weeks ago) added support for UI texture atlases. Edit: though of course this video was made before that happened
Incredible deep dive! I was really getting tripped up by the phase items each having a pipeline ID. I didn't understand if they represented a single entity that had to be rendered, a camera or an entire pipeline. Now I see that they represent entities for rendering, and that bevy allows each entity within the same node to have a different specialization of the pipeline, powered by caching. Thanks so much for the video! :D
This is a fantastic overview of the render pipeline, and how all the key components work together to form a whole. Would really love to see a deeper dive into the optimisations - like how batching works - to get an even more complete understanding of whats happening under the hood!
This one was a doozie. Thanks for putting together. I'm going to need to watch a few more times, but basically understand the big picture now of the rendering internals.
This video is a blessing, thanks so much! Will save me a lot of work trying to figure it out myself. I'll be going over this a second time, and your Game Jam video too, when I try some shader effects soon.
I've actually been working on PRs to change the things I've pointed out (specifically texture atlas sprites in ui). I've been active in the UI dev channel
Where would one start if they were trying to fix some MacOS Ventura macs (intel and sometimes M1) Camera2d (and probably Camera3d) having a memory leaks (for native builds)? Assuming they own a machine to test if the problem got fixed. Weirdly Monterey is unnafected.
I'd go to the dev channels on bevys discord and ask there (assuming you mean you want to be the one to fix it). My guess is you'll end up in wgpu so you might need to see if it happens on a wgpu example
@@logicprojects I'm not sure if there are even other devs that can reproduce this problem so I might spend couple of days or a weel figuring it out. Wgpu example is an interesting lead, thanks!
Yeah I usually go with the largest font I can get away with but for this one the systems were big and I preferred to keep as much of the code on screen as possible
@@logicprojects personally, I think the method name and maybe the API doc letting us see the paeam names would have been more valuable. When you begin to talk about what the different parameter structs do, then show them. Again, great video. I just had to watch on my PC instead of phone:)
Sadly, they have made major changes to a lot of the code presented in this video. Other than that though, this is a great overview, even if some stuff went over my head.
The video file I gave UA-cam is perfect and follows their guidelines. I've looked into it and it seems they apply more aggressive compression on smaller channels or something
It seems uploading in 4k helps force the better UA-cam codec. I'm moving in a month and will have the internet to support that then. Sorry for the quality quirks until then. It bothers me too
Thank you so much for making this video.
I really appreciate that! This was a lot of work to get out
Best bevy content I know on youtube!
Thank you so much!
9:20 I might be mistaken, but I believe PR #8822 (merged 2 weeks ago) added support for UI texture atlases.
Edit: though of course this video was made before that happened
I'm actually the author of that PR! I wrote it the day I published this video
Good PR and good video! Well done.
Incredible deep dive! I was really getting tripped up by the phase items each having a pipeline ID. I didn't understand if they represented a single entity that had to be rendered, a camera or an entire pipeline. Now I see that they represent entities for rendering, and that bevy allows each entity within the same node to have a different specialization of the pipeline, powered by caching.
Thanks so much for the video! :D
Amazing!
This is a fantastic overview of the render pipeline, and how all the key components work together to form a whole.
Would really love to see a deeper dive into the optimisations - like how batching works - to get an even more complete understanding of whats happening under the hood!
This one was a doozie. Thanks for putting together. I'm going to need to watch a few more times, but basically understand the big picture now of the rendering internals.
Man, thank you a lot for video, finally got somewhat structured understanding of rendering in bevy ( especially render & draw commands). Keep it up!
This video is a blessing, thanks so much!
Will save me a lot of work trying to figure it out myself. I'll be going over this a second time, and your Game Jam video too, when I try some shader effects soon.
Thank you! This approach is actually the more professional way of doing the effects I did in that video. My game jam solution was a bit hacky
Great video! I would love to see the Bevy team answer the questions you had as they also make my brain itch. Have you asked in Discord?
I've actually been working on PRs to change the things I've pointed out (specifically texture atlas sprites in ui). I've been active in the UI dev channel
More of this kind of video, please!
I'm always working on them! Thank you!
awesome! thanks a lot for all the hard work!
Nice work! Can you do a RenderDoc / Bevy tutorial?
I'm still learning it myself but one day I might show it off more!
Where would one start if they were trying to fix some MacOS Ventura macs (intel and sometimes M1) Camera2d (and probably Camera3d) having a memory leaks (for native builds)? Assuming they own a machine to test if the problem got fixed. Weirdly Monterey is unnafected.
I'd go to the dev channels on bevys discord and ask there (assuming you mean you want to be the one to fix it). My guess is you'll end up in wgpu so you might need to see if it happens on a wgpu example
@@logicprojects I'm not sure if there are even other devs that can reproduce this problem so I might spend couple of days or a weel figuring it out. Wgpu example is an interesting lead, thanks!
thanks
These videos are awesome, but can you zoom into the most- relevant parts of the code?
It's pretty small font.
Yeah I usually go with the largest font I can get away with but for this one the systems were big and I preferred to keep as much of the code on screen as possible
@@logicprojects personally, I think the method name and maybe the API doc letting us see the paeam names would have been more valuable.
When you begin to talk about what the different parameter structs do, then show them.
Again, great video. I just had to watch on my PC instead of phone:)
I did that for older videos and it's always a work in progress to find the right balance. You're right though
Sadly, they have made major changes to a lot of the code presented in this video.
Other than that though, this is a great overview, even if some stuff went over my head.
Well this seems rather complicated!
something is very bad about your video codec/bitrate.
dude, I really hope that you have saved the project files of your videos so you can rerender them, because the quality is immensely bad.
The video file I gave UA-cam is perfect and follows their guidelines. I've looked into it and it seems they apply more aggressive compression on smaller channels or something
@@logicprojects hmm, I didn't know of that. seems very unfortunate(
It seems uploading in 4k helps force the better UA-cam codec. I'm moving in a month and will have the internet to support that then. Sorry for the quality quirks until then. It bothers me too