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Blog Comments posted by Genebris
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Well, I have 3GB of VRAM so 4 or 9 GB can only fit if RAM is used alongside. I'm pretty sure that system works for both. They call it "GPU memory" and to my layman understanding it's not only VRAM. Either way, the total size of textures in memory profiler becomes exactly what I type in the system. That project only runs due to that system.
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Saving up RAM. It clears 5GB for me in Unity. I have 9 GB of textures in a scene and with a checkbox tick I get just 4 GB, no visual impact.
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Unrelated, but do you plan to add mip maps streaming from disk depending on distance?
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This is all extremely entertaining and all but I've not yet seen a single image actually useful for any production of anything to be hones.
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I hope you don't ask for credit card inside the client. I don't trust any software besides Firefox.
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Since you have large shaders, do you have multi compiled shader variants like Unity does it?
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Can tessellation actually replace regular high poly geometry? Because I remember trying and realizing that basic displacement in Blender gives far better results than a tessellation shader with the same displacement map.
Tessellated stone has lighting like it's a flat plane even though there's crazy amount of geometry. And displacement in Blender with exactly the same height map and distance actually looks good. Both are based on the same flat mesh. That shader even had recalculation of displaced Normals and Tangents.
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So the problem is not just moving objects affecting GI but even moving objects receiving GI from static objects?
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I'm not surprised. Their demos run at 24 FPS on PS5 🙃
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Well, Unity or Leadwerks don't even have realtime GI systems so it's hard to compare.
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Ah, get it now, thanks!
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Do I understand that correctly? Reflected visuals are geometry that got voxelized and then polygonized back?
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21 hours ago, Yue said:
If character controller boosted your FPS 2 times, then you probably have a CPU, not GPU bottleneck. Check your task manager.
Also, GTX 1050 is weak, but it is the second most popular GPU on Steam, so you should definitely optimize for it.
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Do you mean you voxelize every frame? I thought it's something that gets baked once and them voxel models follow regular models.
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There are no viable options other than Steam
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Realistic hall of mirrors would need around 10 bounces, so definitely not a good idea?
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Have you tested shadows with fast moving objects like cars or thin walls?
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
7 hours ago, Marcousik said:Is there a little workaround for LE 4.6 ^^ ?
Less objects, less materials, less shaders is generally how you solve this. Just merge everything into one mesh.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I actually always had 100% GPU with Leadwerks.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
You probably have low FPS because of Leadwerk's poor GPU performance which these tests honestly don't tell us much about.
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Ultra Engine Benchmarks Revealed - 10x Faster than Unity, Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
That's crazy numbers Josh! Amazing job. Is this lighting test with realtime shadows also?
I also wonder about fragment shaders performance with high overdraw or just high number of PBR models.
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I wonder, is it basically image based lighting or is it a separate thing?
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8 hours ago, Josh said:
You can't use it to make an application creation library or design program
Can you make Photoshop?
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I love when everything is named like GetValue / SetValue. Clean and logical.
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Finishing Touches
in Development Blog
A blog by Josh in General
Posted
Starfield just released without RTX because they realize it's just a scam by nvidia to sell you useless expensive hardware.