Rendering — System Overview

An index of the rendering subsystems and the design thinking behind them.
Goals
- Zero CPU overhead. All culling on the GPU. No per-instance CPU work.
- Scales to lower-end hardware. Minimum spec is the Steam Deck. Mesh shaders need a GTX 1650; a vertex shader fallback is planned for later.
- Realtime all the time. No light baking, no overnight precomputation.
- Stable, clean image. Motion clarity and stability over extreme fidelity or photorealism. TAA is strictly optional — we evaluate image quality without it.
- Native resolution. Upscaling is strictly optional. Everything is designed to run at native.
- Technical-artist friendly. Write custom shaders, modify the lighting code, change parameters at runtime, access command buffers directly.
- Low latency. Double buffering by default; triple buffering in build config.
Architecture
We make a few deliberate bets to hit those goals:
- GPU-driven. Instance culling, cluster culling, and indirect draw generation all run in compute.
- Bindless. Every shader sees every resource, every resource is a 16-bit handle.
- Mesh shaders. No vertex buffers, no input layouts. Geometry arrives as compressed clusters, decompressed one thread per vertex.
- Strict shader permutation control. No material graphs, no hidden shader variants.
Pages
RHI
Shaders