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Hello everyone, I am an application developer and rust backend developer. Recently, I am trying to learn game development. I know that Bevy uses wgpu as the rendering backend. Wgpu is an abstract rendering library that follows the webgpu specification. I want to know what is the difference between it and RHI in UE in real game development (I don’t consider rendering in the browser). I have described the specific problem in this link |
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If you're using Bevy Engine, it relies on wgpu (based on WebGPU) for rendering which is a low-level portable API. This means you get flexibility and control over rendering, but it requires more manual setup for things like pipelines and resources. On the other hand, UE RHI is a high-level engine-specific system for AAA games. It handles a lot of the heavy lifting for you like lighting and post-processing so you can focus more on gameplay rather than low-level rendering details. |
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If you're using Bevy Engine, it relies on wgpu (based on WebGPU) for rendering which is a low-level portable API. This means you get flexibility and control over rendering, but it requires more manual setup for things like pipelines and resources. On the other hand, UE RHI is a high-level engine-specific system for AAA games. It handles a lot of the heavy lifting for you like lighting and post-processing so you can focus more on gameplay rather than low-level rendering details.