You''ve done a titanic job. No rush for the alpha, theese vids give a lot of peace of mind, the project looks very solid. Having shadows works mostly for hte alpha would be the only thing I would "request" but even if not. ok.
@@tokyowarfare6729thx! I already have working VSM too, would be great to get them in the alpha version, if not the normal Unity shadow maps will be the minimal goal.
Out of curiosity I saw a video from Threat Interactive. They mention nanite type tech adding latency to Unreal games using it. Was wondering if this type of tech needs alot of CPU processing to operate the scaling, or tesealation of the mesh when scaling the view.
While working on special renderer systems, have you actually considered implementing Mesh Shader support for Unity's render pipelines, given that DX12 and Vulkan both support it by now?
Which Unity Render Pipeline does this work with? And which one would you recommend to use with this? Also, what version of Unity is this being developed on. 2022.3, or Unity 6?
@@jeremyb2120 we will support 2022 and higher, it was also tested on 2021 but we won't officially support that version. With HDRP it looks best, but you can also use URP or Builtin.
@@GameDevComplete we have a low device option, that limits memory usage, it's meant for mobile but can also be used for older cards. The rendering might be a bit less detailed but still good enough for modern games.
brilliant work! im eager to test it on android. But i am abit worried because you got total memory 46gb there in the corner and Mem alloc 37. as if i would run a scene like that on a phone which has 4gb memory... nothing would probably run . :I
@@taavetmalkov3295 it's around 4gb in that demo, don't know what's going on there, but this is not gfx memory only but also ram. I tested it on android, it runs but it's not 100% correct, need to adjust some parts.
@@ujugamestudio What have they not listened too? I understand that they want to keep the rules they set themselves for Godot, like small executable and "It just works". I also understand that there are some things that should be created as addons and not to be included in the engine. This is because it will add more work to the team, it will add more maintenance. And might make the executable bigger in size.
That appears to differ from the operation of built-in Occlusion Culling, which works with meshes, whereas this method seems to operate at the vertex level. What the name of this type of Culling!
You''ve done a titanic job. No rush for the alpha, theese vids give a lot of peace of mind, the project looks very solid. Having shadows works mostly for hte alpha would be the only thing I would "request" but even if not. ok.
@@tokyowarfare6729thx! I already have working VSM too, would be great to get them in the alpha version, if not the normal Unity shadow maps will be the minimal goal.
Out of curiosity I saw a video from Threat Interactive. They mention nanite type tech adding latency to Unreal games using it.
Was wondering if this type of tech needs alot of CPU processing to operate the scaling, or tesealation of the mesh when scaling the view.
You don't know how much this will improve our game :)!! Really looking forward to this
This will be game changing
awesome!
You are crazy bro!
thanks!? :-)
While working on special renderer systems, have you actually considered implementing Mesh Shader support for Unity's render pipelines, given that DX12 and Vulkan both support it by now?
Will it supprt skinned mesh rendering and in particular hair? Some exports from daz studio and character creator hair is in the millions of polys.
interesting, nice work
still hoping for a godot version sometime in the next few years would be nice^^
Great work! Is there any way this could work in single-pass stereoscopic?
@@erikbaender yes VR works, see old VR video. Visibility buffer needs adjustment but we want to support it too.
Which Unity Render Pipeline does this work with?
And which one would you recommend to use with this?
Also, what version of Unity is this being developed on. 2022.3, or Unity 6?
@@jeremyb2120 we will support 2022 and higher, it was also tested on 2021 but we won't officially support that version.
With HDRP it looks best, but you can also use URP or Builtin.
What will be the minimum memory specification for a video card?
I'm worried if my GTX 1060 would be able to run this.
@@GameDevComplete we have a low device option, that limits memory usage, it's meant for mobile but can also be used for older cards. The rendering might be a bit less detailed but still good enough for modern games.
brilliant work! im eager to test it on android. But i am abit worried because you got total memory 46gb there in the corner and Mem alloc 37. as if i would run a scene like that on a phone which has 4gb memory... nothing would probably run . :I
@@taavetmalkov3295 it's around 4gb in that demo, don't know what's going on there, but this is not gfx memory only but also ram. I tested it on android, it runs but it's not 100% correct, need to adjust some parts.
I hope you can get this running on Godot too!
Only when unity version is very mature
Godot support needs big work man. Leader of Godot Engine don't listen to their community.
@@ujugamestudio What have they not listened too?
I understand that they want to keep the rules they set themselves for Godot, like small executable and "It just works".
I also understand that there are some things that should be created as addons and not to be included in the engine.
This is because it will add more work to the team, it will add more maintenance. And might make the executable bigger in size.
What does this depend more on CPU or GPU?
@@outlander234 gpu compute shaders, only the mesh builder uses CPU multi threading.
Maybe you get a girlfriend when it's done
That's not very nice.
I know this is unrelated but give the Quran a read
lmao, i once burnt a page of it..
umm...about 4 years ago, i think
but I apologize for it, cuz i was a small shitty child.
That appears to differ from the operation of built-in Occlusion Culling, which works with meshes, whereas this method seems to operate at the vertex level. What the name of this type of Culling!