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Attempt to fix release notes layout
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manual/release-notes/1_11/index.md

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@@ -26,8 +26,11 @@ This feature comes with a set of great tools, such as Editor's Profiler integrat
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### GPU Particles Performance Improvements
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<center>
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<video src="media/flax-game-particles.mp4" autoplay muted loop width="100%"></video>
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| Game made with Flax running on Nintendo Switch
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<em>Game made with Flax running on Nintendo Switch.</em>
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</center><br>
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If your project utilizes GPU particles then on 1.11 it should run a lot of faster! Both rendering and simulation have been refactored to scale better across different hardware. GPU particles sortings run parallel and has very fast-path for small emitters (less than `2048` particles). Finally, GPU execution has been improved by using **UAV overlaps and more optimized memory barriers**.
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@@ -49,8 +52,11 @@ For this release, we added integration of GPU profiling with [Tracy](../../edito
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### Visject Improvements
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<video src="media/node-formatting-tools.mp4" autoplay muted loop height="400"></video>
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| New node formatting options
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<center>
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<video src="media/node-formatting-tools.mp4" autoplay muted loop height="400" />
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<em>New node formatting options</em>
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</center><br>
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Flax has its own graph editing tools, called Visject. It is used in many areas of the engine, from materials and particles to animations. In 1.11, a lot of new features were added and a lot of already existing ones were improved, making assets that use Visject **even quicker and easy to edit**.
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### Threading Improvements
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<center>
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<video src="media/falling-boxes.mp4" autoplay muted loop width="100%"></video>
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| 10,000 falling boxes
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<em>10,000 falling boxes</em>
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</center><br>
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We've improved many engine parts to use multi-threading more often. Especially, physics simulation results processing, content streaming processing, particles and much more. In the sample falling boxes project, the lowest FPS ancounted when all `10,000` boxes collide went up from average `47fps` to `75fps`. This shows how **engine scales better in large projects** were object count grows exponentionally to meet visual fidelity.
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We improved many engine parts to use multi-threading more often. Especially, physics simulation results processing, content streaming processing, particles and much more. In the sample falling boxes project, the lowest FPS ancounted when all `10,000` boxes collide went up from average `47fps` to `75fps`. This shows how **engine scales better in large projects** were object count grows exponentionally to meet visual fidelity.
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### GPU Texture Preview
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<center>
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<video src="media/gputexture.mp4" autoplay muted loop height="200"></video>
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</center><br>
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When exposing a `GPUTexture` to the Properties Panel it will now show a preview as long as something is rendered to it.
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