Question about rendering experts.
I've seen somewhere a while ago that putting hard edges in your models with your modeling program forces engines to render that face in an extra call and its more efficient to use a normal map instead. (Like in a disco ball lets say, better to have the hard edges in the normal map instead of defining it on the mesh.) Does that hold merit or was it just misinformation?
Ok, i run into an issue that i didn't have before. Since Unity 2018.3.6, if i have stripping level in the player settings set to "medium", rendering fails. I have to have it set to low. Now, i've had it set to medium ever since i first made my project, and the manual says nothing about unity getting rid of the default unity shaders. Am i missing something or is this a bug? My project is just black with only a couple of text elements showing. @aras
Um, ok really, i'm trying to change my unity project's effects to the post process v2 stack and i can't find a proper explanation on how to change settings on my current volume via script. Github doesn't really tell me what i want and the documentation is talking about the older way. Anyone knows where i can how to access the various elements of the profile via script?
@aras Question about the new nvidia 20xx. Is it possible to actually utilize the GPU's accelerated hybrid raytracing to bake lightmaps in the unity editor? I know there is no support right now, or in the GPU baker for 2018.3, but is it possible to add it?
I didn't expect Disney to release something like that, Moana data for people to do research on rendering...
@revenant every 4 or 5 years i (a person who has occasionally written c++ but never actually learned enough c++ to understand anything at all) catch a little windnow into the current state of c++ and it's a glimpse into some kind of weird postmodern satirical hellscape full of strange glittering mechanisms assembled entirely out of razor blades and crank ontological obsessiveness.
I'm having more fun making my small custom editor for my NPC dialog files, instead of making the dialogs. https://mastodon.gamedev.place/media/0J5W3nNBSKO1a6v3DaA
I've seen the new Unity blog post about the rendering paths, but the one thing that i wanted to see isn't there. A rough estimate on performance gain or loss when compared to the old system. It does show what they support, but not if the same project will be easier or harder on the hardware now. I'm guessing easier?
Yeah, build times do feel slower : |
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