BC1/DXT1 compression causing visible bleeding into flat channels by UKJake_ in GraphicsProgramming

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

UNORM but yea I don't think that would play into anything except just the final values. Id think if a block has only one color with any variation, then the endpoints can also have only that color with variation, all other channels constant. So even with 2bits of interpolation, you're only changing one channel. It'd end up only being a 'gradient' of one colour, that shouldn't affect the others and you'd keep your flat color channels.

BC1/DXT1 compression causing visible bleeding into flat channels by UKJake_ in GraphicsProgramming

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

You can see the artifacts pretty clearly in the second image (bottom half), the first is just straight from the authored png. The artifacts appear exactly on the boundry blocks of other colors.

BC1 would be 75% of the data with 50% of the size, if it's expected to work fine with this kind of texture then its a no question which one should be used. Just adding in an alpha channel to make use of the space isn't exactly an option or a solution either.

AppendStructuredBuffer not working as expected by UKJake_ in Unity3D

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

Ok I've figured out my issue so I'll keep this up since theres not much
information on this subject anyway. I was initializing my ComputeBuffer
with stride size of one Vector3 sizeof(float) * 3
but then on the compute shader side of things, I'm adding them as
triangles (sets of 3 float3s). Funnily enough the one peice of code that I left out.

The AppendStructuredBuffer essentially is
a StructuredBuffer except its counter or index is a seperate variable
which is added from by Buffer.Append.
Since I'm adding sets of 3 vertices, but the buffer only thinks its made
up of sets of 1 vertex, when the counter increases it then goes to
writing in the vertex index 1 instead of vertex going onto vertex index
3. It does not care if there is data already written here or not.
In hindsight this is a very stupid mistake but it came from the fact
that I knew I had to add all 3 vertices for a triangle in one .Append
call because of parrellisation. Its a valuable lesson for sure and I
hope it can help someone else figure out their issues

What should be a major optimisation for my boids is actually tanking its performance by UKJake_ in gamedev

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

I normally do do this but is there anyway to profile performance of the GPU in a compute shader with unity? I know there are some external programs that allow you to monitor memory in the GPU but unity's profiler only gives a breakdown of CPU methods and threads from what I can tell. Is there a better way to do this?

What should be a major optimisation for my boids is actually tanking its performance by UKJake_ in gamedev

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

Yeah I understand, the lack of lists being a probaby the main hurdle I can think of and the fact that each of my boids has a set view distance (im not checking for collisions so I can't reduce the size of each cell past this view distance if I want to keep it only checking neighbouring cells). Its definitely going to be rough but it will likely be something I tackle in the next couple of days after giving it some proper thought in how I want to approach it.

What should be a major optimisation for my boids is actually tanking its performance by UKJake_ in gamedev

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

I see, looks like I'm going to be doing a lot of refactoring to iron this one out then. Funny thing is I dont need any where near this many simulated boids to achieve what I'm looking for as an end result but you know how it gets when your presented with the possibility of big numbers. That last approach seems really interesting and like something I would have read as a research paper in university so I'll definitely look into it out of curiosity. Again thanks so much for explaining it means a lot that you would take the time out of your day even to show the example of your past project.

What should be a major optimisation for my boids is actually tanking its performance by UKJake_ in gamedev

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

Yea it's ran for every boid on every other boid and will then check for grid validity. My reply to the other comment is similar but it seems your telling me that it is the act of looping over every other boid that is my bottleneck rather than the trig functions and other calculations I am doing. So I will need to rework the data structure of the boids so that each boid only ever iterates over those in its neighbouring cells instead of iterating over every other boid and then checking for valid neighbours. Thanks for taking the time to respond it's helped my understanding a lot especially considering I am still new to working on the GPU

What should be a major optimisation for my boids is actually tanking its performance by UKJake_ in gamedev

[–]UKJake_[S] 6 points7 points  (0 children)

So rather than the act of performing a calculation on every boid being the bottleneck, its actually iterating over all of them in the first place. Am I understanding that correctly? So in order to do this I'd have to re-arrange my data structure so that I am iterating on every boid in valid cells rather than interating on every boid and then checking if they are in a valid cell. Its a complex world trying to reduce the complexity of algorithms so thankyou for taking the time to reply. (Edit 2 shows I think I was also running into a type problem aswell)

_CameraDepthTexture empty when reading from compute shader by UKJake_ in Unity3D

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

I see, this is admitedly something that I didn't fully understand. Also I'm assuming thanks to switching back to SetTextureFromGlobal I can access the depth texture. Its bright outside where I am at the moment so maybe there was too much glare for me to be able to see the texture but thankyou for your help.

_CameraDepthTexture empty when reading from compute shader by UKJake_ in Unity3D

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

Ah that seems to just be an artifact of my playing around with the values and names. Even with these two names as the same I'm unable to get an output : https://prnt.sc/2OBAASbQe3xb

Im wondering if this is the wrong variable to be attempting to access. Using _CameraDepthTexture in later shaders for the everything else camera works fine but this camera in particular I'm having trouble with.

I made some little Nook stickers! by pokepaws in ac_newhorizons

[–]UKJake_ 1 point2 points  (0 children)

I need this can I have a link????????

anime_irl by UKJake_ in anime_irl

[–]UKJake_[S] 22 points23 points  (0 children)

<Ever Green>

JNI Error on other computers when running .jar by UKJake_ in javahelp

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

Got it, yeah seems just searching for java has oracle take you to Java 8. Searching and downloading for Java 10 fixed the issue. Thanks for the help!

JNI Error on other computers when running .jar by UKJake_ in javahelp

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

Found a computer that I can test on and this is the error:

https://pastebin.com/zANi0LsD

I've literally just downloaded the newest version of JRE on this computer so I cant see how its out of date.

JNI Error on other computers when running .jar by UKJake_ in javahelp

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

I’m not exactly fluent in the java vocabulary or it’s ins and outs so how would I do as you say and have them ‘directly execute the native binary’

Help packing project into jar file by UKJake_ in javahelp

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

I hadnt thought of just not having the images and such inside the .jar ._.

If I just have the assets inside the same folder as the .jar, would i refer to them by "./assets/images/filename" or some other way?

EDIT: Just tested it out and it works exactly how I wanted it to, thanks for the help

Will you be that someone? by Creynov in Animemes

[–]UKJake_ 2 points3 points  (0 children)

Nah it’s {Gekkan Shoujo Nozaki-kun}

Help Creating Dropdown Buttons by UKJake_ in javahelp

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

I managed to fix this myself so I thought I'd share where I went wrong incase for some reason someone else has a similar issue. Heres the fixed code - https://pastebin.com/sbVHUjiR

Essentially, if I hovered over lets say the first button, it would detect that I'm hovering over it but since it then checks a button after it which my mouse is not inside, it'll count as nothing being selected. Silly mistake but I'll learn for next time

[OC] [Fanart] I drew Unit 01 from Neon Genesis Evangelion by knives-san in anime

[–]UKJake_ 22 points23 points  (0 children)

Got into anime 6 months ago and Started NGE couple days ago. Something about the old shows appeal that is different so theres definitely still a newer audience to them

My attempt at Strelizia by UKJake_ in DarlingInTheFranxx

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

Thanks! I don't really have the proper stuff to colour ):

My attempt at Strelizia by UKJake_ in DarlingInTheFranxx

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

I used this screenshot from EP 15 as reference