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Genebris

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Posts posted by Genebris

  1. On 12/25/2023 at 6:12 PM, Lekret said:

    As far as I know DOTS isn't supposed to increase performance of rendering, at least previously it wasn't a thing, idk when you test it.
    If you used it after conversion scenes was added, then you should profile, because I can't belive that performance stayed exactly the same. Was it 20k skinned meshes or 20k simple cubes? Maybe with cubes performance won't change so much unless your try to move them.
     

    That's what DOTS is trying to do. There is no GC and every piece of logic is ideally multithreaded. Garbage collection is unavoidable in vanila Unity, and I'm sure same can happen with Ultra Engine Lua unless you avoid unnecessary allocations and being smart with pooling, but with that GC isn't not a big problem in Unity either.

    If you try to use dots for animated characters, you are going to have a fun time with their experimental dots animations system :)

    My point is that their SRP batcher already solves most of the CPU side bottlenecks and DOTS isn't helping with anything other than heavy gameplay logic, but then you end up with terrible animations, no ucclusion culling and so on. That's what Cities Skylines struggled with.
    They are adding new GPU resident drawer which is supposedly similar to DOTS hybrid renderer, which I have already tried with no benefit. Also, there is already progressive GC and I've never seen GC lags since it was added. GPU optimization is where the devil is, CPU is easy (from my Tech Art side).

  2. How much photorealism can we get without being rendering engineers? I think every modern renderer does linear color space + HDR + ACES color grading.

    I understand there's no lightmapped or realtime GI at the moment, but you do have reflection probes. What are our options to do aimbient occlusion, which is essential for photorealism? I assume shader uses AO map for a model, any other way we can have AO on the environment?

    If I drop a bunch of Megascans models, how close do I get to this render ?

    image.jpeg

  3. Blender shows there are 2 different normals here. If I dissolve the edge and create it, there's now 1 normal vector here and shading is fixed on this edge. I would guess vertices aren't getting split like you would expect.

    image.png

    image.png

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  4. How come it understands Ultra Engine API? I thought they included blender scripts and possibly documentation into training data set to make it write blender scripts. But now it can work in any environment?

  5. 3 hours ago, Josh said:

    You could use decals to punch see-through holes in the sail.

    In that case I had to use some data within a vertex (naturally vertex color) because the sail is doing cloth simulation and every vertex can move individually. Just placing a decal would result in hole staying in place while the cloth moves around. The mesh was also skinned as required for cloth simulation. Using some UV channel could be enough if they are easily editable in runtime and if you aren't limited to just 2 of them.

  6. What do you mean Josh? Vertex color is used constantly to define material blending. Including in AAA. Just recently I made a system to create holes in the ship sails by vertex color in real time. All sorts of shader effects might need vertex color. And what if you need that on a skinned mesh? You can't just discard it.

  7. DOTS is really not that impressive. I've converted a scene of 20 000 static game objects to entities and it didn't increase my performance at all. Instead of these workarounds they really should've stopped clogging main thread with render, scripts, physics, culling, animations, UI, garbage collection, GI and a funny "other" category that nobody knows what does.

  8. Apparently it has a lot of things removed including printers and antivirus. And it's not an open source OS, it's just an open source patch. So I'm scared to try it myself.

     

    I hate Windows 10 FPS but can't trust a random patch.

  9. The only part that I don't like is that Entity::SetInput still can't be used for regular physics object, only for this special hardcoded player controller, right? I don't think engine should have any understanding of "player" object. Because its understanding will always be limiting for us in some way.

  10. You are absolutely right that it's better to release now. I just know that they have some forms of VXGI in other engines including several third party open source plugins. So the idea must not be that bad. I personally wouldn't mid if light was propagating over time like water in Minecraft. But this feature is something that really can make your game stand out.

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