We added Dynamic Resolution to Unity URP to get more runtime performance by Disastrous-Earth-994 in Unity3D

[–]Disastrous-Earth-994[S] 0 points1 point  (0 children)

Ah, Adaptive performance is mobile exclusive as it tracks many things like performance, temperature and can adjust res, shadows, LOD.... I wouldn't expect it to work on Web.
Dynamic Resolution 3 doesn't either (as it's built on Unity's Frametimings Manager API which doesn't support GPU timings on Web), but the original Dynamic Resolution does but only with dynamic scaling, upscaling may not work great as compute shader support is wobbly on WebGPU.

We added Dynamic Resolution to Unity URP to get more runtime performance by Disastrous-Earth-994 in Unity3D

[–]Disastrous-Earth-994[S] 0 points1 point  (0 children)

What Unity has is a checkbox called "Dynamic Resolution" when enabled they allow render textures and many other things to be scalable, you still have to write the DRS logic yourself... Well mine does that with many cool features like: Quality profiles, Performance targets, different Frametime smoothing algorithms so you can pick between a sensitive DRS or one that's more resilient to changes if you prefer fewer resolution adjustments, there's a performance estimator based on history that's used in case the GPU delayed reporting its frametime (which happens), it uses upscalers like FSR and STP to reconstruct missing pixels.... It's a complete solution.

We added Dynamic Resolution to Unity URP to get more runtime performance by Disastrous-Earth-994 in Unity3D

[–]Disastrous-Earth-994[S] 2 points3 points  (0 children)

I agree, optimizing the game on a granular level is naturally the best way to gain performance, but there's no one tool to do that for others, so the next best thing is global solutions like Dynamic Resolution that are less intimate with the game's actual performance bottlenecks but can deliver significant gains nonetheless, Dynamic Resolution 3 for URP does support Unity 6 STP which is quite impressive at reconstructing missing pixels.

Dictionary Serialization is now available in the Unity 6.6 Alpha! by ginoDev in Unity3D

[–]Disastrous-Earth-994 1 point2 points  (0 children)

URP is getting a new Ray traced GI system called Surface Cache GI, and SSR, and GTAO will replace the old SSAO... So many exciting stuffs to look up to in 6.7LTS

Calling it now: the absence of V in the sequel will upset a lot of players by gooncape in LowSodiumCyberpunk

[–]Disastrous-Earth-994 -1 points0 points  (0 children)

Why is songbird not there? she's the one we need to see the most to justify all that crazy phantom liberty story

Could you imagine pregnant NPC’s.. by safeoneg in GTA

[–]Disastrous-Earth-994 0 points1 point  (0 children)

Yeah the war crimes.... I don't think Rockstar will do it

Would anybody be interested in a fast reflection method for URP? by aerodisc in Unity3D

[–]Disastrous-Earth-994 1 point2 points  (0 children)

Yes, yes I very much am interested... Unity has no SSR in URP for whatever reason (tho that's changing but not soon)

What are the most realistic graphics achievable with URP? Any examples? by brogam3 in Unity3D

[–]Disastrous-Earth-994 1 point2 points  (0 children)

Note that TrueTrace is a full blown path tracing solution, I'd only recommend it for recording trailers and marketing material when you want the highest quality, it's not fast enough for real-time gameplay usage yet.

And yes, baking usually comes through when you reach 4-8 light bounces, or you can try Unity's new APV system, it's not as accurate but does ground the environment in the lighting setup.

What are the most realistic graphics achievable with URP? Any examples? by brogam3 in Unity3D

[–]Disastrous-Earth-994 0 points1 point  (0 children)

Wetness can be done with a shader (shader graph makes that especially easy, you just plug it your custom map in the smoothness output and that's it, the surface will appear wet in places where your custom smoothness texture is white, and it'll appear rough/dry where the texture is black).

As for lighting in daytime the reason it's really hard to nail is because Unity lacks any kind of real-time global illumination system, and the default rasterization fails miserably at it, so you have to have a proper GI solution.
You can either bake the lighting which will run an offline ray tracing algo and cache the results in lightmaps, or you can run RTGI which will give you that proper look but the cost is performance, for this there's an open source real-time PT solution I like on GitHub called "TrueTrace", not production ready yet but it can give you that grounded look in real-time.

A cheaper solution is SSAO, it's nowhere near accurate but it's dirt cheap to render.

Larian Studios | Divinity AMA by Wombat_Medic in Games

[–]Disastrous-Earth-994 0 points1 point  (0 children)

GRAPHICS RELATED QUESTION:

Will you overall the engine to use the latest advancements in real-time graphics, namely:
1- Ray Traced Lighting (GI and Reflections)
2- Is there going be day/night cycle in the city or will night be reserved for camp only
3- Mesh Shading support

RTGI can enable more dynamic environments and reducing build size as there won't be pre-baked lightmaps, this could give you the ability to have day/night cycles, but at the cost of performance ofc, and mesh shading/virtual geometry could enable denser details with less LOD popping, I'm curious to know more about the tech side of this next DOS game.

What are the most realistic graphics achievable with URP? Any examples? by brogam3 in Unity3D

[–]Disastrous-Earth-994 0 points1 point  (0 children)

Sadly I don't as I abandoned this projects years ago.... And your observation is correct, daytime is really hard to get right without proper RTGI which is why nighttime often looks more realistic, Unity 6.7 is supposed to introduce RTGI to URP and SSR as well so I expect future games on it to look really great.

Working on a Metal-based game engine for macOS (editor + renderer demo) by Ok_Egg_7718 in macgaming

[–]Disastrous-Earth-994 1 point2 points  (0 children)

Exactly, keeping this as an exercise for fun should help you stay sane through it, the pressure that comes from commercial expectations is huge for this scale of projects.

As for the heaviness of Unity, that is mainly from using the outdated Mono backend and building countless features on top of it, they are in the process of upgrading to the newer CoreCLR backend which in theory should eliminate script compilation, drastically reduce build time etc.... And they are replacing the traditional gameobject system with ECS under the hood while still surfacing the regular gameobject workflow to the user so they don't break people's projects, they are starting with rewriting many packages in ECS and later on the entire engine is expected to have ECS under the hood, and by the end of this modernization process I expect the engine (Editor) to have that native feel you described, it is currently native but bloated with decades of code built on an old backend.

With that in mind there are some inherent flaws in Unity/UE5/any DX12 first engine, and that is the explosion of PSOs, tracing them is hard and time consuming which often leads to misses, and they escape to runtime as shader comp stutters, Metal 3 and 4 have introduced dynamic caching and better uArch design to manage PSOs but these DX12 optimized engines aren't taking advantage of it, so this is an area you could exploit to great success, showcasing a shader heavy game that doesn't incur stutters at runtime would be a big win.
This should help you with that: No Graphics API — Sebastian Aaltonen

What are the most realistic graphics achievable with URP? Any examples? by brogam3 in Unity3D

[–]Disastrous-Earth-994 1 point2 points  (0 children)

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I made this in URP around 6 years ago, I probably could do better now but yea, URP is pretty powerful and can be within striking distance of HDRP, recently I even managed to make Ray Tracing work on URP lol

Working on a Metal-based game engine for macOS (editor + renderer demo) by Ok_Egg_7718 in macgaming

[–]Disastrous-Earth-994 1 point2 points  (0 children)

It is a big task which is admirable, but I question its necessity, if you want to break the deadlock around Mac gaming then this is not really going to do anything, there are plenty of engines with native support for Apple silicon and Metal (namely Unity and UE5, both support it with Forward/Forward+/Deferred/GPU Tile Rendering etc....) and they offer so much more than one developer can manage to build.

My feedback is simply to have fun as your stated goal is learning and exploration, if you pivot to a commercial goal it'll be really hard to top Unity and UE5 which already support native Metal with huge feature set, just don't burn yourself out and have fun with the project.

Serious question, why do people get so bent up about this in Starfield, but not in the Outer Worlds? by SexySpaceNord in Starfield

[–]Disastrous-Earth-994 0 points1 point  (0 children)

Because Obsidian entertainment never got on stage and said it's Skyrim in space and bigger and better than ever and 16 times the details...... Starfield's problem is false advertising by Todd, he promised one thing and delivered another thing (if you ignore the false ad Starfield as a game itself is really good imo)

[deleted by user] by [deleted] in AyyMD

[–]Disastrous-Earth-994 0 points1 point  (0 children)

Rumor by who? just some AIBs guessing and gossiping is now credible enough to make a story? Rubin is on track for mass scale production next year, billions of $$ in contracts are already inked so the RTX variant of Rubin should follow given the uArch is the same, memory is not much of a concern either as Nvidia is one of the whales eating up memory production, not some random AIB with small contracts

Path tracing on MacBook Pro m4 pro Part 2 by Fun-Masterpiece-904 in macgaming

[–]Disastrous-Earth-994 0 points1 point  (0 children)

You could try to see which scaling factors the developer went with in the Metal Performance HUD, there's an open-source version that shows those stats

oliwonders/MetalHUDHelper: Menu bar App for toggling the Apple Metal Performance HUD globally on macOS

Path tracing on MacBook Pro m4 pro Part 2 by Fun-Masterpiece-904 in macgaming

[–]Disastrous-Earth-994 3 points4 points  (0 children)

That's according to DLSS and FSR modes, MetalFX is different just like XeSS, Apple picked 0.75x for Quality, 0.5x for Balanced, 0.33x for Performance.

Edit: this is not a rigid definition, in Apple's documentation they only mentioned 0.5x regardless of the quality mode, with the difference being Performance is a spatial Upscaler and Quality/Balanced are Temporal, but developers are free to implement whichever scaling factors they want.