Portal Roadmap
[!NOTE] This roadmap is tentative and releases may change.
This roadmap outlines the planned graphical and architectural improvements for the Entropy Portal.
Developer Release 1
Section titled “Developer Release 1”- 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.
Developer Release 2
Section titled “Developer Release 2”- 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.
Unscheduled
Section titled “Unscheduled”- 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.