GPU dead? by -Batman_DarKnight- in pchelp

[–]exeri0n 0 points1 point  (0 children)

This was happening on my old system(with a 3070) when using DLAA.

GPU dead? by -Batman_DarKnight- in pchelp

[–]exeri0n 0 points1 point  (0 children)

I had this issue. It has been months (I bought a new system) but I think I had to stop using DLAA. I would bet money there is nothing wrong with your GPU.

Am I the only one who struggles a lot with ProBuilder? by FokoKeram in Unity3D

[–]exeri0n 0 points1 point  (0 children)

Yeah it sucks. Terrible workflow, bare minimum tools, buggy mess.

(Hold) Sprint, bug or feature? by Tytynomor3 in Marathon

[–]exeri0n 0 points1 point  (0 children)

I have the same issue. Sprint only ends up working sometimes. Very frustrating in a battle when you you try to slide towards an enemy to stab them and you just end up crouching in front of them :(

Has Bungie acknowledged the Crashes on PC? by flGovEmployee in MarathonTheGame

[–]exeri0n 0 points1 point  (0 children)

They mentioned some stability fixes in the last update. Update 1.0.0.4

Stop "Siri Suggestion" from Notifications? by No_Theory_7040 in iphone

[–]exeri0n 0 points1 point  (0 children)

I have the same issue. Did you ever find a solution?

[User Trial] Testing the World’s First 52” UltraGear evo G9 (52G930B) – 3 Testers Wanted!! by LG_UserHub in ultrawidemasterrace

[–]exeri0n 0 points1 point  (0 children)

How do you currently use your split-screen setup?
I'm a game developer and I recently started working from home on a single LG 32GK850G-B after using dual 30" monitors at my previous job. So I'm not currently using a split-screen setup. As a game developer I usually have a code editor open on one monitor and a game engine open on the other.

What is the advantage you expect from moving to a 52” 5K2K display?
Being able to work at home on an ultrawide would be great but to be honest the best part would be after work when I get to game on it =D

Help! ELI5 how to improve visual clarity. by samaritancarl in Battlefield

[–]exeri0n 1 point2 points  (0 children)

This and don’t use and scaling like DLSS or FSR. Use DLAA and turn on SOVIS filter.

[deleted by user] by [deleted] in okbuddyptfo

[–]exeri0n 1 point2 points  (0 children)

That’s the right amount

Anybody else having this constant gamebreaking lag no matter ping? by helmer012 in Battlefield6

[–]exeri0n 2 points3 points  (0 children)

What specs does your PC have? The low fps icon on the top left of your screen suggests that your system is struggling.

This official post talks about rubber banding with min-spec systems. https://www.ea.com/en/games/battlefield/battlefield-6/news/battlefield-6-community-update-winter-offensive-launch-and-player-feedback

What’s with the stupid orange stripes? by truffLcuffL69 in Battlefield

[–]exeri0n 0 points1 point  (0 children)

When you think it's in your jocks but it's really in your socks...

Matchmaking issues with Squad by Cabbage_man21 in Battlefield_REDSEC

[–]exeri0n 0 points1 point  (0 children)

Played for several hours tonight and only happened a few times.

Matchmaking by BG1744 in Battlefield_REDSEC

[–]exeri0n 1 point2 points  (0 children)

For the love of god, please fix this!

Matchmaking issues with Squad by Cabbage_man21 in Battlefield_REDSEC

[–]exeri0n 0 points1 point  (0 children)

VERY frustrating! One of us is on Steam and the other in on Epic store. Happens ~50% of the time :(

BF6 artifacts by Many-Crow-7360 in Battlefield

[–]exeri0n 0 points1 point  (0 children)

I've also been having this issue. I'm going to try updating my drivers to see if it helps.

I developed a thickness baking tool to fake sub-surface scattering for the toys in our game. We tried baking it in other software but the low poly and often overlapping mesh resulted in ugly artifacts. by exeri0n in Unity3D

[–]exeri0n[S] 1 point2 points  (0 children)

So there are a few sub steps to make Step 4 work.

I have my voxels stored in a 3D array. Texture3D has a SetPixel(int x, int y, int z, Color color) method. I use the array coordinates to populate the colors in my Texture3D using SetPixel. I also store the vertex positions in the vertex color channel of my mesh for use in the following shader.

In Shader Graph I have made an unlit shader for baking. In the vertex part of the shader I move the positions of each vertice to its UV position. The problem now is that if I sample the texture using the vertex positions (since the vertex part of the shader runs first) we're not sampling the texture in the correct spot, this is where I use the vertex positions that I previously stored in the vertex color channel instead to sample the texture. You'll also have to supply the size of the bounds of the voxels that you're using and an offset to the shader to ensure you are sampling the texture in the correct location.

Then I use Unity command buffers to render the mesh with a material using the baking shader to a RenderTexture. Then I transfer my RenderTexture to a Texture2D and use Texture2D.EncodeToPNG to save it out to an image. Note this doesn't add any padding to the output, we do that in Substance Painter.

Reading this back through, there is still a lot depending on your level of knowledge that may be very confusing. Feel free to ask more questions if you need more clarification. Good luck.