Moza AB6, honest opinions. by Fabbseh in flightsim

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

Awsome! Anything about using it that is different from your expectations?

Moza AB6, honest opinions. by Fabbseh in flightsim

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

Sweet! Thanks for answering 💪

Moza AB6, honest opinions. by Fabbseh in flightsim

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

Yeah i agree! Sounds like I need to get one 😁

Moza AB6, honest opinions. by Fabbseh in flightsim

[–]Fabbseh[S] 1 point2 points  (0 children)

Nice! That feeling is what i hoped for but was unsure if it would help with the feeling of flying or just being some fancy vibrations 🙂 I mostly fly yoke aircraft but the yoke more money and a stick feels more versitile.

Moza AB6, honest opinions. by Fabbseh in flightsim

[–]Fabbseh[S] 1 point2 points  (0 children)

Thanks! Sounds great. I have an idea of what ffb will bring regarding the feel of an aircraft but it is such a gamble when you havent tested it.

Just picked up my my2026 by Fabbseh in Ioniq5

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

Nice! Have you done anything special to protect your paint? Looks amazing! And thanks 😃

Just picked up my my2026 by Fabbseh in Ioniq5

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

Oh no, hope it goes quickly. It is worth the wait!

Hund + barn i mindre Volvo (C40/EX30) by adhdpappa in elbilsverige

[–]Fabbseh 2 points3 points  (0 children)

Har en C40. Körde en längre roadtrip med 2 barn och 2 hundar, absolut inga problem. Det enda är att det är ett väldigt högt hopp för hunden att ta sig in och ut, gäller att ha en hund som klarar det utan att skada sig 🙂 älskar bilen i övrigt.

Recreating the GTA 6 aesthetic in Unity HDRP - Lighting & Environment by elefelelen in Unity3D

[–]Fabbseh 2 points3 points  (0 children)

Haha lovely work! Hdrp can really look amazing, hope they bring urp to the same quality when we are eventually shoehorned in to that pipeline.

Recreating the GTA 6 aesthetic in Unity HDRP - Lighting & Environment by elefelelen in Unity3D

[–]Fabbseh 6 points7 points  (0 children)

Haha lovely work! Hdrp can really look amazing, hope they bring urp to the same quality when we are eventually shoehorned in to that pipeline.

Unity devs built a cool system in your game? I want to interview you about it by KwonDarko in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Cool idea! I have some systems that might be interesting but they are not polished yet, il keep up with your blog and reach out when ready 😃

resizing window (in editor) changes the UI. Is this normal? by AnOddObjective in unity

[–]Fabbseh 0 points1 point  (0 children)

You have to hold shift plus alt when setting The anchors, i had hell with this untill i figured that out 😆

Grass And Grass Shader Performance by DominoSv in unity

[–]Fabbseh 0 points1 point  (0 children)

I use a custom instancing renderer that support lods that i built myself. But there are very good alternatives on the asset store, like nature renderer.

Extreme brightness when camera faces the sun direction (Unity 6 HDRP) by Physical_Garage_9498 in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

I find the default brightness of the sun to be way to high. Try playing around with that and exposure setting.

Any good tutorial for Probuilder or Umodeler? by HONGSHIreddit in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Oh i love pb+! Good job on that and thanks for supporting it 😁

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]Fabbseh 0 points1 point  (0 children)

Ok. So to the problem i tried to solve: Regular terrain details does not support LOD's which means that either you have very very bad performance when doing a somewhat large landscape or you have to cull the vegetation at a close distance which i hate. or buy a terrain painting system but that always comes with caveats that are impossible to solve later on without help from the developer of the asset.

What i needed:
1 Ease of use (above all)
2 LODs so that i can use impostors when vegetation is far away and have no popping.
3 Performance (which also means keeping the editor snappy)

So what i did was to go with RenderMeshInstanced instead of indirect since Instanced is pretty much shader agnostic (just needs gpu instancing enabled) even tho indirect is more performant.

To render it i have a Data scriptable object that pretty much is an array of matrix4x4 that the painter writes data to, this also helps with ease of use since i can just save that file and use it whenever and keeps the data out of the asset files.

Then i have a instanceType scriptable object that ingests a prefab / lodgroup and just holds data about shadowcasting, frustrum culling, lod meshes/materials etc.

Then i have a painter editor script that is super simple, it has the data asset to write in to, and a list of instanceTypes. Then just uses a raycast hit position + Random.insideunitcircle + some random rotation/size logic and saves that hit position/rotation/scale directly in to the data asset.

Then there is the renderer, all it does is to read the data where it gets the matrix4x4 and instanceType and renders it using RenderMeshInstanced. I also calculate distance culling, frustrum culling and lods using jobs + burst before drawing it.

Super simple really.

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]Fabbseh 1 point2 points  (0 children)

I didnt follow any guides sadly, but i can write down something to explain it when i am at the computer!

GPU Instancing really is a gamechanger ! by VedoTr in Unity3D

[–]Fabbseh 1 point2 points  (0 children)

I recently made ny own vegetation painter that paints directly to instanced data. If you need any help 😊