KlayGE v4.16 Release Notes
Release Date: 2019-12-31 // about 5 years ago-
The highlighted features of KlayGE 4.16 are:
π Improvements in engine
- Enable to render to multiple viewports in one pass. Itβs a solid step for efficient high-quality VR/AR rendering.
- A more convenient way to dynamically switch material.
- π Struct support in fxml for building more complicated effects.
- β Integrate motion blur effect into deferred rendering framework.
- π Support occlusion map in deferred rendering framework.
- π New skin rendering algorithm, the performance is 5x of the original one.
- π A new memory allocator increases the performane of D3D12 plugin for 5%. It can be further improved in the future.
- β Add a com_ptr to improve the efficiency of referencing COM objects, and reduce the binary sizes.
- π Use cppwinrt instead of WRL.
π Improvements in engineering
- π Most 3rd party libraries are synced from their original gir repository, and patching them before building.
- π GCC9 support.
- Introduce in C++20 features.
- Introduce GSL in
- π Better cross-compiling support.
Others
- π Bug fixes.
Previous changes from v4.15
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The highlighted features of KlayGE 4.15 are:
π Improvements in engine
- Switch to complete entity-component-system architecture.
- Separated shader stage objects.
- π Multi-threaded shader compiling to improve the loading performance.
- β Integrate DoF effect into deferred rendering framework.
- π Improved PBR material system.
- Predefined cbuffer to reduce rendering overhead.
- π Better high-DPI handling.
π Improvements in engineering
- π One unified CMake project for higher building performance.
- More 3rd party libraries are managed by git.
- π Enable to use Ninja to speed up building.
- Introduce in more 3rd party libraries, such as zlib, openal-soft, etc.
- π Use clang-format to re-enforce the coding standard.
- π VS2019 support.
Others
- π Bug fixes.
- π Better compatibility to Intel GPUs.