#RenderGraph
wip / space filler --

shows Island's rendergraph visualization, and the GPU accelerated 2D context.

Realtime, 240Hz.

#noai #wip #debugviewart #generative #handmade
September 30, 2026 at 5:04 PM
the current rendergraph stuff for the postprocessing stack is also, to put it mildly, labyrinthine. i get why it's gotta be this way but i wish they could at least step-by-step some common scripting use cases for it in their official docs
September 18, 2026 at 6:21 PM
i am so close to being done now though. and this project contains everything ive learned, and will let me almost fully automate resource creation (like literally allocate most buffers from reflection data), and make my rendergraph so much more expressive. it's awesome. but it is consuming me.
August 26, 2026 at 11:17 PM
Although, things like geometry nodes or node based shaders do bring a lot of value. All technically possible by coding, but infinitely easier to iterate and branch.

I would not have produced a tenth of the shaders I have without RenderGraph.

I think your point stands regarding general logic
June 16, 2026 at 5:29 AM
RustでVulkanのバックエンドの上にフルスクラッチでGUIフレームワークを作るやつをコーディングエージェントに頼んだ様子。後々3D Viewportとかを接続しやすいように、GPUのリソース管理とかRenderGraphがどうとかそういう設計は色々握って設計書は作っていますが、そのうえで問題なく作ってくれたわ。
June 11, 2026 at 9:41 AM
ChatGPT Proとひたすら議論を重ねてVulkanの上に自前のGUIフレームワークを作る設計を固めて5400行弱の簡単な基盤部分の設計書を作りました。vulkanのリソースの取扱とかRenderGraphをどうするかとかそこらへんの設計はちゃんと握っています。
June 5, 2026 at 11:20 PM
Cant believe i dedicated the nightmare of a time it took to properly learn rendergraph just to eventually switch to Godot.
May 4, 2026 at 8:59 PM
Would be kinda curious in being a guinea pig since i am doing tech art a lot but my range feels very limited because i hastily taught myself the basics and never got into e.g. rendergraph
April 28, 2026 at 9:54 AM
Putting this out here so it stops swirling in my noggin:

I'm thinking of setting up some sort of course (in both live and pre-recorded formats) to help devs familiar with coding and some 3D concepts get into technical art, covering stuff from simple shaders to more advanced effects with RenderGraph
April 28, 2026 at 9:12 AM
i was stuck on designing a rendergraph for so long that I almost lost the motivation to work on the project. but I hacked together an MVP and it worked first try, which was enough celebration to put me back in action. Needs to be reworked but this implementation is a good start for graph2
April 27, 2026 at 5:01 AM
The question I keep asking myself really is: Does the "new" RenderGraph API really HAVE to be so complicated?
Is it really necessary?

At least give me some deep dive documentation for your arcane codepaths. Please.
April 20, 2026 at 2:56 PM
How to render stable and constant fps to avoid deadlocks and fps lag and stuttering.

paper -> doi.org/10.5281/zeno...
NotebookLM -> youtu.be/oW687uZFEjo

#gamedev #rendergraph #vulkan #math #cpp #games #devlog #research #whitepaper #graphics
Deterministic Frame Stability via DAG Scheduling | V Engine | C.A.T. | Vulkan CPP Render Graph
YouTube video by p3nGu1nZz
youtu.be
April 7, 2026 at 12:05 AM
I'm not sure I'd *actually* recommend using this, because it's only useful inside a rendergraph pass so you still have to write all the goddamn boilerplate to set it up. But still, nice to know there IS an official way to escape their stupid commandbuffer wrappers if you really need to
April 1, 2026 at 6:40 AM
separate draw batches
(and image attachment if Bloom{} is used)
for emissive renderables
in cat engine 0.5 "mittens"

let bloom_texture = Texture{}

RenderGraph {
Bloom {
// config
bloom_texture
}
EmissivePass {
// etc
}
}

T { R { bloom_texture } } // debug view
#gamedev
March 30, 2026 at 10:39 AM
I’ve been arguing recently that Rendergraph are slightly more technical version of what the movie industry call “compositors”.
Having them in data/content leave users in both complete understanding and control of the said pipeline.
February 25, 2026 at 8:37 AM
17. github.com/bevyengine/b...

A nice example of "configuring system sets". Bevy uses a tag-like solution for configuring (and ordering) systems. You can operate on system sets themselves, including adding them to other sets to create a nested structure.
Introduce RenderGraphSystems by IceSentry · Pull Request #22958 · bevyengine/bevy
Objective It's sometimes useful to order things relative to the RenderGraph Solution Introduce RenderGraphSytems that contains all the important phases of the RenderGraph execution Testing ...
github.com
February 17, 2026 at 12:59 AM
14. github.com/bevyengine/b...

One of the relatively few casualties of the great render graph -> systems migration: render statistics. Whoops! The fix looks reasonable, but Jasmine has a complaint about the perf impact of an extra submit. Kicking back to the author for now :)
Fix render statistics by tychedelia · Pull Request #22873 · bevyengine/bevy
Fixes #22769. #22144 broke render statistics. Rather than just shoving everything back in the render system like to do to, this takes opportunity to add some framing around the RenderGraph schedule...
github.com
February 9, 2026 at 10:43 PM
11. github.com/bevyengine/b...

A simple cleanup PR after @charlotte.fyi yeet'ed render graphs. We don't have as much guff here, so the extra module structure is vestigal. Sure, that's fine. Simpler and fewer duplicated imports leading to a reduced line count. Merging.
Consolidate `node.rs` logic into `mod.rs` by Breakdown-Dog · Pull Request #22746 · bevyengine/bevy
Objective Since RenderGraph and ViewNode have been removed in favor of systems, the dedicated node.rs file is no longer needed. Solution This PR moves the relevant functions into mod.rs and dele...
github.com
February 2, 2026 at 11:37 PM
just opened up my render graph as systems pr. this is a massive and potentially controversial change to replace bevy's render graph with system schedules! github.com/bevyengine/b...
Replace `RenderGraph` with systems by tychedelia · Pull Request #22144 · bevyengine/bevy
render-graph-as-systems NoteRemember to check hide whitespace in diff view options when reviewing this PR This PR removes the RenderGraph in favor of using systems. Motivation The RenderGraph API ...
github.com
January 16, 2026 at 4:41 AM
Over the holidays I updated my very old #Unity game to URP. RenderGraph with custom Render Passes is so cool.
January 3, 2026 at 5:42 PM
Two experimental full-screen outline shaders created with the JFA distance field from my previous post!

#Unity #RenderGraph #ShaderGraph #Shaders #indiedev #games #creativecoding
December 17, 2025 at 8:38 AM
NEW!

Morphologically-ee Circle Kernel Dilated Silhouette Edge Detection Outlions!

For Thick Sharp And Totally Not Extremely Expensive Outlines on 3D Objects.

Nice! Put a Sticker on it!

#unity #ShaderGraph #RenderGraph #indiedev #gamedesign #gamedev #shaders
December 11, 2025 at 11:25 AM
Feed: "GameFromScratch.com"
By: Mike on Thursday, December 4, 2025
Unity 6.3 Released
Unity 6.3 LTS has been released and the popular game engine gains several new 2D and 3D features including RenderGraph improvements
gamefromscratch.com
December 5, 2025 at 11:35 AM
Unity have just released Unity 6.3.

This is a LTS release (AKA, the one you should use if starting a new project) and it's got some great new features, especially for 2D #gamedev!

gamefromscratch.com/unity-6-3-re...
Unity 6.3 Released – GameFromScratch.com
Unity 6.3 LTS has been released and the popular game engine gains several new 2D and 3D features including RenderGraph improvements
gamefromscratch.com
December 4, 2025 at 5:43 PM
Spent half of yesterday trying to figure out how to render particles at half-resolution to little success. I know this is a thing that is possible with RenderGraph and whatnot, but I couldn't figure it out. Making matters worse, everything changed in 6.3, so almost all examples are obsolete.
November 23, 2025 at 9:53 PM