#OpenGL is unusable with venues in unity 6 nightly

1 messages · Page 1 of 1 (latest)

split radish
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Band is missing, crowd is missing, anything emissive seems to be missing aswell, as the source/album art, and framerate seems to drop when the camera changes

hazy moss
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anything in the log file?

split radish
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a bunch of this

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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

hazy moss
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hm, maybe we won't be able to have 32 players after all lol

split radish
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the models do seem to all be there, just they are transparent bc I dont think they are loading their shaders

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like they are there but not being rendered

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floating fnaf heads are there

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and following where the characters would be

hazy moss
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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

split radish
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I mean it might be worth just not supporting venues on opengl

hazy moss
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apparently unity 6 uses more internally than 2021 did, so we're hitting the limit again

split radish
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or at least 3d ones

hazy moss
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that's the magia alliance venue, right?

split radish
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it happens with all my venues

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even vibe room the album art and source art arent loading

split radish
hazy moss
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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)

split radish
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your good, I dont use opengl either was just using it for testing incase ppl decided to

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The rest of the renderers seem to work fine

dry void
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that clipping keeps happening on all venues for me

split radish
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yea that was happening with the previous version aswell, just less of it

dry void
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i dont get those glsl shader errors though

split radish
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that is weird

hazy moss
split radish
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okay you know what unity6 is actually better than before I downgraded my yarg version and uhh

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hey look not flickering

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I tested Vulkan and the only shader that works well on OGL is broken in vulkan lol

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the lava lamp shader is broken on vulkan, it still renders but weirdly

dry void
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for me downgrading nightly versions doesnt change the opengl artefacting, it still happens on those same places as on the above clips i posted

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on vulkan there's zero artefacting anywhere

dry void
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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

wintry cloak
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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