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Portal Roadmap

[!NOTE] This roadmap is tentative and releases may change.

This roadmap outlines the planned graphical and architectural improvements for the Entropy Portal.

  • Unify lighting pipeline
    • Treat probes like lights with extra blending parameters.
    • Move light probes and reflection probes to use the clustered lighting system entirely.
  • Box light shapes
    • Add support for box-shaped light falloff volumes (in addition to sphere) for more precise control over light boundaries.
  • OpenXR Support
    • Implement OpenXR backend for VR/AR support.
  • Mesh Shader Emulation
    • Support native Mesh Shaders on compatible hardware, with Compute Shader emulation for older hardware.
  • GPU Culling
    • Move frustum and occlusion culling to the GPU (Compute Shader) to reduce CPU overhead.
  • GPU Driven Pipeline Support
    • Migrate scene traversal, culling, and draw command generation to the GPU (ExecuteIndirect) to minimize CPU-side draw call overhead.
  • Light cookies
    • Add support for texture masking on lights (cookies), with full RGB masking capabilities.
  • Data driven Render Graph
    • Move to a graph-based frame abstraction where passes and dependencies are defined in data, enabling flexible pipeline customization.
    • App Support: Allow applications to define custom render graphs or extend the default pipeline.
  • Improved Multithreading
    • Enhance support for multithreaded command buffer submission and asynchronous buffer uploading to maximize GPU utilization and reduce CPU frame time.