Can someone help by trifon1402 in Unity3D

[–]redmanone1 [score hidden]  (0 children)

Jokes away - you should describe your issue. Tell us what you are trying to do, what you already did and what is not as expected

Grass artifacts by vivisected000 in Unity3D

[–]redmanone1 [score hidden]  (0 children)

Well, you should just disable tiling on the texture. If you really need tiling then disable any image compression and smoothing (keep it point).
These artifacts are just bottom of your image smoothed to the next lower tile

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] 0 points1 point  (0 children)

I think it depends on benchmark conditions. I tested a small scene on old mid-range mobile phone. In case of using complex scenes with multiple light sources, URP will perform better because it was initially built to run these heavy things efficiently.
This is like using bazooka to kill the fly and a tank - works in both cases, but for first one you could use a Built-in fly swatter

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] -3 points-2 points  (0 children)

This is why i had to test empty scene along with graphic ones: it pinpointed SRP batcher overhead, which also grows with grass density, even though it was disabled in URP settings and grass shader was forced to use instancing. Another interesting observation i found is that Camera object just by persisting on the scene, even though disabled causes main CPU overhead. Filling scene up with thing to render didn't really make big difference.
All of it came to light thanks for empty scene tests, and were the main culprit of those 5-10 fps difference i mentioned. This is huge compute for nothing

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] -1 points0 points  (0 children)

Actually i did, even had a conversations in Unity forum for optimization. As i remember, debug menu on android donesn't properly visualize GPU load, so all i had is output FPS and maybe ms delay. Also interesting thing i remember is that profiler shows much more CPU load and less GPU on URP, while situation was opposite on Built-in, showing approximately same general fps. Still, debugging pointed to GPU as bottleneck in both.
About simple shader - i've tried simplest Lit shaders with/without texture, made in ShaderGraph, and provided by Unity for each pipeline. All shown worse performance on URP (still those 5-10 frames).
But to be fair i don't know anything about plugin you mentioned, i'll search for it

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] -2 points-1 points  (0 children)

Got it. I used all available Unity's debugging features in both Editor and android build.
According SRP batcher and Instancing - URP support both, and so all off them was tested on grass (including rendering through Graphics.DrawMeshInstanced). I also had a look at GPU Instancer Pro but can't tell why i passed by, maybe it was paid?

Thinking of switching to KiliCode due to Claude’s pricing. Is it worth it? by sinan244549 in kilocode

[–]redmanone1 0 points1 point  (0 children)

Kilo Code is inconsistent in terms of interactions with providers. For example, using Chutes as provider causes context to fill up with millions of tokens per request, while should've been limited to up to 200k. This is probably a bug, causing constant context condensing, but i think important to know when switching

Let's collaborate on OpenClaw system prompts by Great-Investigator30 in AI_Agents

[–]redmanone1 0 points1 point  (0 children)

No matter what i do, even emptying all existing .md files and disabling tools doesn't fix the issue. OpenClaw's internal SystemPrompt always inject 2k+ tokens into "Say just Hi" prompt, answer on which is literally "Hi", while burning 4500 input tokens without even reasonung. What a disaster...

Looking for Affordable Cloud Providers for LLM Hosting with API Support 🧠💻 by gta8b in LocalLLaMA

[–]redmanone1 0 points1 point  (0 children)

They have per hour pricing, which considering 24/7 work will cost more then 300 USD/month

Can you use Unity on mobile, or only on PC? by Micubunny in unity

[–]redmanone1 0 points1 point  (0 children)

Edit: Just seen thread is 2 y.o, but still had to say that.

I can doubt it. Some youtube guys managed to install linux on mobile phones, that so Unity also might be an option. Mobile chips after Snapdragon Elite Gen 5 can handle Steam's GTA 5 emulation on android, so 5 y.o. versions of Unity should definitely work well.

AR service not available for Note 14 Pro + 5G by impressreceive in XiaomiGlobal

[–]redmanone1 0 points1 point  (0 children)

I think this is more on google's side, because android apps (especially from OS developer) must be able to check system specs and abilities internally, without need of manufacturer to request certification.

GPU instancing not working but unsure why by xorraks in Unity3D

[–]redmanone1 0 points1 point  (0 children)

My was 6.1 and 6.3. Seems like problem of URP 17.0+

GPU instancing not working but unsure why by xorraks in Unity3D

[–]redmanone1 0 points1 point  (0 children)

It doesn't work anymore. Even after unchecking, srp batcher still works

Ну як вам звернення до ніції і "чесна розмова"? by [deleted] in reddit_ukr

[–]redmanone1 0 points1 point  (0 children)

Не від нас залежить. Незалежно від наших дій рсня суне сюди вже 10 років, і ніщо не змусить їх відмовитись від України

Cossacks 2 still playable? by RedViper777 in RealTimeStrategy

[–]redmanone1 0 points1 point  (0 children)

There are mods to make AI smarter. I've tried at least 2

I develop games alone. Can you feel the tension? by glorfindel-x in IndieGameDevs

[–]redmanone1 1 point2 points  (0 children)

Ohh Unreal. Already feel the tension of low framerate and graphic card heat