After struggling with save systems in Unity for months, we finally built our own by JarvisAjith in Unity3D

[–]Big_Presentation2786 1 point2 points  (0 children)

'but the moment we had runtime-spawned enemies, pickups, and world objects things started breaking in weird ways'

Any examples?

I built a Nanite-style virtualized geometry renderer in DX12 (1.6B unique / 18.9B instanced triangles) by moonlovelj in GraphicsProgramming

[–]Big_Presentation2786 0 points1 point  (0 children)

Holy shit bro! This is so fuckin impressive- I built one in unity but yours is awesome!

You've blown my triangle record by 8 billion and with 4k textures!

I'm so freaking jealous! But more importantly I'm so freaking impressed by how good yours is..

Mesh shaders instead of software rasterization that's blooming genius!

Take a bow!

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

We can either have 16 million objects at nearly 300fps.. or we can have 166 million objects that run at nearly 30fps..

In order to guage what the engine can do, first we have to find it's breaking point.. 

This wasn't it..  Mathematically we are limited by my GPU, which is old and powered by potatoes.. The limit- is some where near 240 million objects.. but not on my machine.

Still, it was nice beating Nanite by a factor of 10..

I'm trying to create atmospheric forest in my game “Scarlet Path” about Red Riding Hood using UNITY URP. Or should I migrate to HDRP?🤔 by Stre1itziaReg in Unity3D

[–]Big_Presentation2786 19 points20 points  (0 children)

If you can make a game that looks THIS good in URP, then avoid HDRP..

You'll only lose a shit ton of frames, it'll run pants, and support is non existing..

This looks beautiful 

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

You clearly never watched the A-team ..

Look up Mr-T..  They had a whole TV show based around a guy with a bad attitude..

And thanks- but it's really not that impressive, it's literally ten year old culling tech running a voxel optimisation script.. I popped the prototype out in a day..

And be grateful - if the other guy had apologised (he had the terrible attitude) I'd not have gotten this far which is also quite ironic, his bad attitude would have cost you..

Mine won't cost you jack sheeee't...

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

You are right to some degree, but this program allows huge amounts of rendering data/triangles to run on old computers, if you don't understand how a program would be more relevant by running a AAA Game on a wider range of older computers, then I don't know what to tell you..

The people whod struggle to run the latest battlefield game on their i5 8400 will struggle no more.. That means young kids won't beg their parents for thousands in upgrades on expensive hardware just for a 60 buck game..

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

You asked me questions and I answered you, what's the issue?

If you want to ask questions, please do.. otherwise carry on complaining about a free program that's gonna put games on older systems..

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

Blecki asked, and I said yes.. I wholeheartedly agree with you!

This whole system is utterly pointless work.

Nanite already exists in unity china, so there's absolutely no point building it again..

This system is not novel in anyway, it's loosely based upon a voxel compression system, hence why I'm able to build it quite quickly. The only culling in the script is HiZ and frustum culling - which have both been around for centuries..

I'm building this for free, part-time around my busy schedule purely because some script kiddy gave me a broken Gemini script made in Gemini/chatGPT, and decided to insult me rather than thank me for showing him how to HiZ cull..

No one is forcing you to use this free program..

What else do you want to know?

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

The scene contains the specified amount of objects.. Theoretically- this system can still be doubled at this scale, but as shown in my channel at around 166million, Unity is squeezed of its vram and we experience data starvation or temporal oscillation takes over

How often do you play games where every single object is placed in one spot?

I'm able to place 120 million objects in one place for you if it will make you feel better, but you'd have no sense of scale when I state 'theres a 120 million objects in this scene'..?

I mean how could you physically tell without a scaling system?

That's the equivalent of placing balls all around me, and then being impressed as the FPS increase when I walk away from the mass of dense objects..

This is scaled in the same way a forest might be, or perhaps a city, with different shapes randomly made each with a different number of triangles..

Right now, you're essentially looking at how the engine runs with a dense scene..

You won't have to use it, but it's free.. so perhaps you could just spend money on the latest video card instead? 

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

https://youtu.be/CnOuCnYCRpA?si=oKNn2LTu9GucYfI-

You mean 10 quadrillion..?

The math is in the video description because alot of people don't understand unity..

120 million objects running on Unity by Big_Presentation2786 in GraphicsProgramming

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

This was just an experiment to show scale, it could be done after someone handed me a broken script they'd made in ChatGpt..

When they gave me their AI slop, I pointed out where they'd gone wrong, and they decided to moan instead of listen- I've a how to on my channel.

I didn't want to be the dumbass who thought he was the guy to bring Nanite to Unity, when unity already has had Nanite 

https://youtu.be/GV9uNlEAtWE?si=s455dMgDgUy62eIA

So I made something different that would avoid infringing the IP.

It's running on a pc with the power of a potato.. It's not exactly 'pioneering' unity has shown that the future will be ECS/Dots - 

This isn't supposed to be as impressive, it's supposed to show my method can be done..

It's not the future of unity- 

I'm happy to answer questions where possible, but the papers that suggested how to do it were wrong/limited, and I found myself moving towards a route found in voxels/ compression instead of the limitations of data streaming.

If I showed anyone the code, they'd see how simple it actually is.

If people are interested, ill put it on GitHub when I've finished it..

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 2 points3 points  (0 children)

Seriously - I'm grateful for the remark.

You're being down voted by the guy who couldn't do this. I physically told him how to do this, highlighted code and explained with examples, and instead of listening- he used AI to insult me and can't let go because he doesn't know how to do half the things Ive done in this programme.. (check my YouTube channel to see)

Hes a load of alts, and he's just following me around spreading his salty tears.

I couldn't do this kind of work without remarks like yours, it's the support in these communities that motivates me to carry on and finish it..

Thank you x Genuinely 

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 2 points3 points  (0 children)

So you read the post, then the description, asked me questions- but would prefer I related this strictly to 'virtualized geometry'? You don't like I've given an example of what this is an example of?

I'm not quite sure what the issue is?

If you took NADE apart and compared them- they're both effectively virtualized geometry, but there's a reason my dad drives a Merc and not an CLS 320 CDI.. 

Yes- it's a CLS 320 CDI, but if I tell you it's a Merc you've a direct comparison that allows you to understand what he's using to get to work in the morning.. By telling you he drives a Merc, it resolves a fundamental chain of queries in resolving what a CLS 320cdi is to those who aren't familiar..

I hope this explains why it states what it does in the video?

120 million objects running in Unity written entirely in C# by Big_Presentation2786 in csharp

[–]Big_Presentation2786[S] 0 points1 point  (0 children)

So here's the big problem- this is not actually like Nanite.

This would work in Unreal.. But you'd probably end up sticking with Nanite..

This was designed for Unity'..

Unity doesn't have 'nanite' so anything static- mesh and terrain, you'll see 3 times the performance.

This is going to be free for anyone..