#OpenGL is unusable with venues in unity 6 nightly
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anything in the log file?
a bunch of this
Note: Creation of internal variant of shader 'Shader Graphs/CustomSurfaceOVAT' failed.
-------- Shader Shader Graphs/CustomSurfaceOVAT
-------- GLSL link error: Vertex info
(0) : error C6020: Constant register limit exceeded at _TimeParameters; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at unity_BaseInstanceID; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _YargHighwaysN; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _openVAT_nrml; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _openVAT_main; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _openVAT_main_1; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _openVAT_nrml_1; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _openVAT_main_2; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _openVAT_nrml_2; more than 1024 registers needed to compile program
hm, maybe we won't be able to have 32 players after all lol
the models do seem to all be there, just they are transparent bc I dont think they are loading their shaders
like they are there but not being rendered
floating fnaf heads are there
and following where the characters would be
yeah, that is exactly what's happening. the highway renderer uses a crap ton of registers on its own, which is why I had to cut the limit down to 32 players so opengl would work
I mean it might be worth just not supporting venues on opengl
apparently unity 6 uses more internally than 2021 did, so we're hitting the limit again
or at least 3d ones
that's the magia alliance venue, right?
it happens with all my venues
even vibe room the album art and source art arent loading
k, I should have some time to look into it later and hopefully have a fix for tomorrow morning's build (chances are I'm not going to get to it in the next 2 hours lol)
your good, I dont use opengl either was just using it for testing incase ppl decided to
The rest of the renderers seem to work fine
these are also from linux with opengl
that clipping keeps happening on all venues for me
yea that was happening with the previous version aswell, just less of it
i dont get those glsl shader errors though
that is weird
this is your YARG on drugs lol
okay you know what unity6 is actually better than before I downgraded my yarg version and uhh
hey look not flickering
I tested Vulkan and the only shader that works well on OGL is broken in vulkan lol
the lava lamp shader is broken on vulkan, it still renders but weirdly
for me downgrading nightly versions doesnt change the opengl artefacting, it still happens on those same places as on the above clips i posted
on vulkan there's zero artefacting anywhere
here's a trace log of my last run on opengl with driver versions i have etc
I went back to check whether the venue antialiasing or the venue rendering quality had any chances to the artefacts but nope, they still happen on all antialiasing methods and on all Ultra Quality, Ultra Performance and Native
After investigation we determined the yargground file needs to be rebuilt. Because it was built with an older version of yarg, the shader injection trips the opengl 1024 registers limit. Rebuilding venues with latest yarg version will likely fix it