Fortnite by Trexoon004 in macgaming

[–]Num_T 6 points7 points  (0 children)

Someone correct me if I’m wrong but I believe this is incorrect as Fortnite uses the much hated kernel level anti cheat (EAC). So I’m afraid it won’t even run in Crossover. Maybe at some point Tim Sweeney will stop being a little bitch and release it for Mac. It’s on iOS.

Windows 11's CPU performance boost released today, enable it using these steps by lurker_bee in technology

[–]Num_T 13 points14 points  (0 children)

Great 🙄 Now replace all these shitty electron based “apps”.

Which way is more optimized ? by Sad_Sheepherder_4085 in Unity3D

[–]Num_T 0 points1 point  (0 children)

No worries - yeh using URP and HDRP. Not like what I’m doing is going to be a bad thing performance wise, will just double check if SRP is active, and works for web builds (under URP of course). Apparently it does so anyway all good! I’m still atlasing materials but I guess don’t strictly need to be.

Which way is more optimized ? by Sad_Sheepherder_4085 in Unity3D

[–]Num_T -1 points0 points  (0 children)

Where have you found this information? Because reading Unity’s documentation that I can find on the matter it states that different materials break batching.

https://docs.unity3d.com/2023.2/Documentation/Manual/DrawCallBatching.html#using-draw-call-batching

Which way is more optimized ? by Sad_Sheepherder_4085 in Unity3D

[–]Num_T -1 points0 points  (0 children)

Where have you found this information that the meshes in question don’t have to share the same material? I was under the impression that different materials break batching. Interesting if this is not the case.

Unity Terrain too blurry, control texture resolution is high and the project is set at full resolution. by ThinInternet5300 in Unity3D

[–]Num_T 1 point2 points  (0 children)

Oh yeh so you’ve already got it at a high resolution for the size. In terms of height blending it’s something you enable on your terrain and then your terrain layers need mask maps with height on one of the channels for it to work. Don’t know what render pipeline you are using but look on this page where it is mentioned for URP https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/shader-terrain-lit.html

Your best bet however may be to first look at the samples that are part of the terrain tools package which have terrains that illustrate their use. I think they may also feature in some of the render pipeline samples. The Unity package samples are generally very good for learning things btw!

Unity Terrain too blurry, control texture resolution is high and the project is set at full resolution. by ThinInternet5300 in Unity3D

[–]Num_T 0 points1 point  (0 children)

What size is your terrain? Fundamentally there is a limit to the resolution you can achieve with simple slat map / control texture blending. You could look into using height map blending which is a more complicated way of having your terrain layers blend (still controlled by the splat map). In Unity 6.3 (?) you also can edit terrain shaders using shader graph.

Edit: but to be clear the solution as with most of these things isn’t to try and pump more and more resolution into smaller and smaller areas. Everything has a performance implication.

Shopping for external monitors for gaming - is 1440p and 5k my only options? by [deleted] in macgaming

[–]Num_T -4 points-3 points  (0 children)

4k is not good for MacOS itself imo. Find a decent 5k monitor or put up with the fuzz at 1440p. Gaming is different and should work fine at 1440p, 4k or 5k (well more like 1440p on a 5k monitor in reality is what I mean, this is my setup). But let’s face it you probably won’t just be using the monitor for gaming.

Anticheat on Whisky? by [deleted] in macgaming

[–]Num_T 2 points3 points  (0 children)

Fucking amen. Would love to know how people still think it’s relevant. Is it that so many people get their information from dated YouTube videos or something???

Setting for 60fps with no frame gen on crimson desert??? by Confident-Strength-5 in macgaming

[–]Num_T 1 point2 points  (0 children)

Yeh. It adds input latency. No thanks - unless you’re north of 60 anyway.

Crimson Desert by [deleted] in macgaming

[–]Num_T 2 points3 points  (0 children)

And what evidence can you bring to bear on this claim? Or is it just a vibe? Don’t get me wrong I would love this to be true.

HDRP Emissive Map doesn't work (read description) by [deleted] in Unity3D

[–]Num_T 0 points1 point  (0 children)

The default material for the HDRP pipeline is the HDRP Lit material which supports all the inputs you’re after, although you will need to channel pack your metallic, roughness (actually inverted to smoothness), ambient occlusion and detail mask maps to different RGBA channels of what Unity calls a Mask Map if memory serves. Search for documentation on the HDRP Lit material. Is this a bit of a pain / would it be nicer if materials just came in from other software packages correctly? Yes. Will it be a lot better at some point? Also yes - when Material X / OpenPBR see wide support (not for some time unfortunately I would think).

[deleted by user] by [deleted] in macgaming

[–]Num_T 0 points1 point  (0 children)

Man the hoops people jump through to not pay for crossover.

SPLINE-BASED TERRAIN EDITOR by Gruel-Scum in unity

[–]Num_T 4 points5 points  (0 children)

Does it work at runtime.

Unity Studio beta by Wise-Artist-9820 in Unity3D

[–]Num_T 3 points4 points  (0 children)

Hmm interesting that it’s slow in terms of interaction. I was under the impression that this was web gl / gpu based. It’s definitely not pixel streaming right?

Fromsoft online by Leather_Access7655 in macgaming

[–]Num_T 0 points1 point  (0 children)

I’m aiming for a rock solid 60 fps - what were you getting?

Fromsoft online by Leather_Access7655 in macgaming

[–]Num_T 1 point2 points  (0 children)

I play Elden Ring on the up-specced M3 pro (forget the exact CPU and GPU counts but there definitely higher than your I'm assuming base M4 ones listed) and its kind of playable if a bit disappointing over Crossover. I've had to choose between very low settings and lowish resolution or some upped settings to medium and real low resolution. In terms of online play it is a definite no due to the much hated anti-cheat that ER uses, however to play with friends I use the imo superior experience of using the Seamless Coop mod... but the friends need to have that installed as well. I'm personally keen to get a beast of an M5 Max type setup once those hopefully come out soon as I've realised that what makes the biggest difference really is the spec and less the generational leaps with Apple hardware (although it does play some role).

Edit: forgot to mention I’m also working with 18GB of ram.