Some improvements in VL.Stride made for recent projects

Hello everyone,

here are some open-source improvements for VL.Stride from recent projects that improve the quality of the output or help when debugging 3d issues.

TR.Stride: Terrain, Atmosphere, and Sky Rendering

With TR.Stride you get terrain, ocean, atmosphere, and sky rendering. This allows you to render time-of-day lighting with atmospheric scattering, also depending on a geo-location.

High-Quality Post Effects

Also from TR.Stride but developed further, these post-effects add higher-quality versions of the existing post-effects, specifically the bloom and ACES tone map.

XeGTAO Integration

XeGTAO, a high-quality real-time screen space ambient occlusion ported to VL by @torinos, has been integrated at the right stage into the high-quality post effects. This improves the look of a scene greatly.

Adjustable Global Shadow Map Size

Adjust the size of the global shadow map, which controls the amount of shadow detail in the 3d environment.

Improved Lights and Light Helpers

Light bug fix and better look for helpers.


The Stride RenderDocManager has been added, which makes API, texture, mesh, and line-by-line shader debugging possible. You can activate it with the command line argument --debug-gpu and then vvvv will appear as a running instance in RenderDoc you can connect to and capture a frame by banging the RenderDocManager node. If the Stride profiler is enabled (F3) you also get a named hierarchy of the draw calls.


Except for the last one, none of them are polished for usability or are really up to the standards of the other parts in the official VL libraries. But if you need anything of that right now, you know that it exists and you have the possibility to use it by using the VL.Stride fork as a source repo.

A big thank you to


for commissioning the work that has made these improvements possible.


The latest merge with the VL.StandardLibs is now here: GitHub - studiobruell/VL.StandardLibs at feature-merge-compiled