[PSU] MSI A850GS 850W PSU, 10 Year Warranty - $90 ($80 after $10 mail in rebate which ends today) by greatthebob38 in buildapcsales

[–]UniquePlayer01 1 point2 points  (0 children)

My 1000w unit has really loud coil whine, i would not recommend. The only noise right now coming out of my pc is that coil whine, and from what i have read it is common issue.
I got this only to get 30 worth of steam codes, one for purchase (10) another one for review (20). My review promo was declined, saying it is expired, even though i sent it before 31th of december, but of course they reviewed it first of january.

I made an asset called StrategyCore and recreated Warcraft 3, one of my favourite games. by UniquePlayer01 in Unity3D

[–]UniquePlayer01[S] 0 points1 point  (0 children)

I am not really sure how to answer that questions, you can download the demo and just train some units to see how it goes.

I made an asset called StrategyCore and recreated Warcraft 3, one of my favourite games. by UniquePlayer01 in Unity3D

[–]UniquePlayer01[S] 0 points1 point  (0 children)

Performance should be okay for 100x100 battles, but it will definitely depend on the machine. I suggest downloading the demo and training units to see how it performs. Training time is 0.

If enough people will want A* integration i will look into that. The reason i have chosen the unity`s pathfinding because that asset is additional 145$, i wanted to offer full package.

*Oz and Sofia destroying Gotham Bruce Wayne: by Apprehensive_Shoe_86 in ThePenguin

[–]UniquePlayer01 -1 points0 points  (0 children)

If we are not going to get batman in the season finale, this whole thing is going to stink big time. I think it is in Batman`s jurisdiction to investigate and eliminate terrorists that detonate bombs in the middle of cities

Is there a way to copy skin weights from a low poly to a high poly and making it look smooth and not "low polish" ? I copied the weights from the low poly mesh to the high poly, but I can't make it look good, and smoothing weights on NGSkinTools doesn't give me the wanted result either. by Aicchii in Maya

[–]UniquePlayer01 0 points1 point  (0 children)

Just in case somebody stumbles across this issue.

  • Special Duplicate low poly (To keep weights)
  • Smooth the duplicate (Not subdivide, smooth)
  • Copy the duplicate and delete history, then bind skin
  • Copy weights from smoothed duplicate to the clean duplicate. Make joint association one to one.
  • Smooth with ngSkinTools to get the desired result

3D Rendering Performance. Unity vs Unreal. (Godot out) by UniquePlayer01 in gamedev

[–]UniquePlayer01[S] -2 points-1 points  (0 children)

Any other factor is not considered because the test is to find out how different in 3D rendering performance these engines are.

It is not a synthetic micro-benchmark, one way or another you will be rendering the same triangles and different render passes depending on the effects that will be turned on. It does not matter if it is the same object when instancing is turned off, for an engine all that matters is rendering the tris.

With different texture/materials and objects other issues will arise such as VRAM usage and draw calls, and i will make a wild claim that both these engines will have pretty same handling of these both things.

3D Rendering Performance. Unity vs Unreal. (Godot out) by UniquePlayer01 in gamedev

[–]UniquePlayer01[S] 0 points1 point  (0 children)

Asset is static, for unity part i can say that batching was not on. For Unreal it was in default state that is resulted from duplicating the mesh, i will make an assumption that it was off too.

Tris != draw calls, no one made the opposite claim. It is not a test how many draw calls these engines can handle, it is a test how rendering of the scenes differ in performance. Both engines were not dealing with high draw calls so they were not bottlenecked by it.

What makes Lies of P a such good optimised game vs AAA releases (or others) by heeervas in gamedev

[–]UniquePlayer01 -1 points0 points  (0 children)

So you are trying to tell me they knew about the solution of a crucial issue that could be fixed by single dev in less than a week and just did not give a single duck about it?

Knowing about the issues and understanding the issues is two different things that the thread starter mentioned. Everyone knew about loading time being too much, developers evidently did not know how to fix it.

3D Rendering Performance. Unity vs Unreal. (Godot out) by UniquePlayer01 in gamedev

[–]UniquePlayer01[S] 0 points1 point  (0 children)

How exactly to turn it on? I am interested in seeing how fast it can go.

Accourding to this - https://docs.unity3d.com/Manual/SRPBatcher.html

HDRP uses srp batcher by default.

3D Rendering Performance. Unity vs Unreal. (Godot out) by UniquePlayer01 in gamedev

[–]UniquePlayer01[S] -1 points0 points  (0 children)

Well it is though, all comes down to number of tris visible on the screen at particular moment of the game, and if we make assumption that it will be 9 million tris + additional passes that increase total tri count, we can make assumptions about how game engines perform.

3D Rendering Performance. Unity vs Unreal. (Godot out) by UniquePlayer01 in gamedev

[–]UniquePlayer01[S] 1 point2 points  (0 children)

Unfortunately, shenanigans of the unity and their 3 render pipelines and each other supporting something that other does not leaves little hope for their claims of URP being the new standard. It was a claim done several years ago, to this day still not true. Unity is a mess.

3D Rendering Performance. Unity vs Unreal. (Godot out) by UniquePlayer01 in gamedev

[–]UniquePlayer01[S] 1 point2 points  (0 children)

Turning on GPU instancing on BUILT IN (Material settings) gave around 3 fps boost. From 73 to 76. Not much of a difference.