#๐Ÿ’ฅโ”ƒpost-processing

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broken birch
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which is hardly a direct line

honest loom
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Thing is I can't even profile it properly..

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The render thread is near enough constantly doing nothing.

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We're talking around 3-5 ms whilst the CPU is kicking up around 18 - 20 ms.

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When I take a look (in a scene with nothing but a cube and a plane) the only response I get is Grfx.WaitForPresent and Player loop.

honest loom
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Oh I am on Mac as well..

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Not sure if that should make much of a difference?

cobalt wing
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if your GPU isn't powerful to begin with, even smaller effects can have notably perf cost

honest loom
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It's a Radeon Pro 560X.

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About the same as a GTX1050.

broken birch
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so for a modern title it should do quite well under load

cobalt wing
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looks like it's around that 1050 perf indeed

honest loom
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Oddly enough it'll run BOTD at 30 FPS..

broken birch
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something running that should do the demo scene a bit better than 60fps

honest loom
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Defo.

cobalt wing
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do you actually profile the stuff in build or in editor

honest loom
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Both.

cobalt wing
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anyway, you say it's caused by PP

honest loom
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With a tendency to completely ignore whatever the editor tells me.

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Player loop and GRFX.Waitfor

cobalt wing
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yeah but you earlier said it runs fine without PP?

honest loom
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Oh abbreviation, yup on the demo scene I get 130FPS..

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With HDRP enabled no post.

cobalt wing
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so, can't you just disable all effects from PP and enable then one by one to see which ones stall the game the most

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?

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or is it stalling even with empty pp stack?

honest loom
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Already done that..

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One sec, I didn't check that.

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Hmm, I switched everything off and I gained 5 FPS.. Then I deleted the post process volume from the scene and it doubled.

cobalt wing
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and you didn't have PP AA enabled before you deleted it?

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on the script that goes into camera

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TAA can have real perf impact too but I wouldn't expect it to be that big

honest loom
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I used SMAA>

broken birch
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SMAA does not work on HDRP I thought

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really it's best waiting until 2019.1 beta, that's when we will have upgraded HDRP with V3

fervent kite
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Hey, just dropping by to talk quickly about hdrp/bloom (obligatory disclaimer: bloom isn't finished, it's quite unstable in motion).
Bloom in HDRP is energy conserving and behaves as it's supposed to, compared to v2 that has a classic additive bloom. It is not a "glow" effect.
Everything blooms when it goes through a lens, it just a matter of using a correct value scale. If you use physical values for everything as you're supposed to with HDRP, it will work just fine :)
Recommended values are between 0.1 and 0.3 for intensity. Use higher values if you like to put vaseline on your camera lens or are trying to emulate a very low end lens (think plastic or old school Lomo lenses).

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The "glowing blue can of paint" posted a few days ago isn't possible in real life (it's basically the same as trying to create a real life light saber... In plain day light)

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HDRP is going full physical, so if you're trying to cheat physics, obviously you'll need to cheat physical values as well ๐Ÿ˜ƒ

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(also fwiw I'm not sure that workbench template has been updated to use physical values at all, so it's probably a bad starting point for latest HDRP...)

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TAA can have real perf impact too but I wouldn't expect it to be that big
SMAA is more expensive than TAA, and TAA itself is pretty cheap (we're talking sub-1ms on a base PS4 at 1080p).

cobalt wing
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@fervent kite since you are here, do you know about why SSR and MSAA are not working together? like what is the restriction that prevents that atm on HDRP?

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also thanks for the explanations, the hd template is from early december so it's not been updated yet

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and for the blue can of paint.. ๐Ÿ˜„ the intent was to get something to glow but you are right, things don't glow anywhere that much on bright daylight ๐Ÿ˜ƒ

cobalt wing
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also, would love to know is PP AA settings are coming back? all the tuning settings (which are kind of important for TAA) got removed when we moved to PPv3

fervent kite
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no idea about MSAA & SSR, haven't touched that

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as for PPAA settings, there's no plan for them to come back as they introduced more confusion than it's worth (I've seen people use TAA with jitter spread put to 0.... Which basically means "no TAA") and more importantly it complexifies the rest of the HDRP as TAA is used in other places (SSR, Volumetrics, DOF, etc to name a few)

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these are specifically tweaked for the current TAA implementation (and still being tweaked to this day)

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adding settings to tweak how TAA works would make this an impossible task for us & users

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(also, maintenance hell, which is one of the reasons why we removed SMAA at the moment)

cobalt wing
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I loved that SMAA though ๐Ÿ˜ข

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I still haven't done proper tests with the PPv3 TAA, on PPv2, I had to dial down the default settings a lot or it would have just ghosted unacceptably on movement

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this is kinda my biggest fear when not having the settings available

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I have a use case where TAA really struggles a lot, high speed vehicles with shiny bits on noisy (gravel) surfaces, most TAA implementations just hate that in general (PPv2 one did as well)

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SMAA didn't remove all the aliasing but it didn't have similar ghosting issue.. and FXAA just softens everything

fervent kite
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FXAA is like putting oil on the screen anyway...

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all TAA are ghosty, any kind of screen-space anti-aliasing is bad anyway but well, technical limitations ๐Ÿ˜ƒ

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TAA mainly ghosts on highly contrasted backgrounds (like a dark character moving in front of a bright background)

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One thing they did on Uncharted 4 to work around that was to just discard TAA on tagged surfaces, but this meant their artists had to manually tag all the surfaces where it would potentially ghost (and they forgot a lot of them as you may have noticed if you played the game)

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I don't like that solution either :/

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I kinda like SMAA too, especially for flat shaded looks where it works fairly well. But it's a pain to maintain and it's quite expensive (3 full screen passes)

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(also keep in mind that hdrp/postfx is barely tested at this point, it's a moving target and far from being done, there still are a lot of optimisations quand quality improvements we can do now that we're not as limited as we were on the Standard Render Pipeline)

cobalt wing
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I know about the extra SMAA passes from porting 3rd party SMAA port from older UE4 to newer versions (and in Unity's case, I'm actually more worried about the end result than the actual cost as people can always opt out from expensive AA on PC)

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oh

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I have one last question (I swear I don't have more right now)

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PPv3 extendability? is there anything there now that lets you hook in your custom PP effects like on PPv2 or is it still WIP/on the planning stage?

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I'm sure this will pop a lot on the forums too once HDRP 5.3.x is getting that promoted status on packman

fervent kite
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HDRP is experimental/preview anyway, I definitely wouldn't use it for production until it's marked as being officially released ๐Ÿ˜‰

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about custom PP effects

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yes, there are a few todos in the code already for that

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it's just not done yet as it's not a priority right now. But it will be in before release.

cobalt wing
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ah, thanks for the insight ๐Ÿ˜ƒ

broken birch
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@fervent kite my game is stylised - should I not use HDRP? currently in 4.9 we find that it has the right bloom and the right visuals for us, but if we can't achieve a similar controllable bloom that would be a little dissapointing :)

Also the majority of Unity's customers do in fact make stylised, not realistic games. Not saying you shouldn't do what you do, but never design out the possibilities for a stylised look... I have been assuming Unity have that in mind too but, had to be mentioned.

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We also used the TAA options to make things slightly less sharp which played nicely with dynamic resolution or our dithered alpha, and now those are removed too.

I understand where you guys are going, but I'm not sure if I can keep walking with you on it.

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It's looking like our real solution would be to take a deep dive into changing a lot of post effects by the sounds of it - or removing them.

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Not worried about the TAA, but have pretty big concerns about not being able to reach stylised visuals at all.

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(Currently I can with HDRP)

fervent kite
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Ok so wrt TAA, the hardcoded values are now jitter strength 1 and sharpen is pretty much disabled, so that should actually work in your favor ๐Ÿ˜‰

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As for HDRP, you can definitely do stylized looks with it, "physical" just helps making things coherent

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I've seen artists in the office here do some heavily stylized stuff with latest HDRP

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I mean, look at Pixar & Disney... And they're full-on PBR

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So I'll say the following: if what you get in the version of HDRP you're currently working with is good enough for your needs, by all means, use it! The end goal is to make a game anyway, so use what works for you

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Also, you can definitely do "light saber in daylight" style glows in a fully PBR environment although it will require some "hacks"

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afaik we still have a few things to do for VFX related features (because VFX artists like light sabers style particles)

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But I know someone pushed an option on materials recently to unlock the emissive from pre-exposure, meaning you can just go nuts with values in material and make them glow unrealistically

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And I'd just like to point out that HDRP is meant to be used for high/ultra quality stuff... There's also LWRP ๐Ÿ˜‰

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Finally, I know it's not the answer anyone is looking for, but if you need a specific set of rendering techniques to achieve the look you want (which would be totally understandable), well... They're called "Scriptable Render Pipelines", it's in the name, they are meant to be stripped to pieces, modified & tuned for ultra specific projects.

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But between LW and HD I do believe you can already achieve a lot (well, "will be able to achieve" considering they're not done yet)

broken birch
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Exactly - our game is pixar looking, I just want to be able to preserve that, and felt that the wording of your previous post here was dangerously veering toward "we'll make it too hard to pull PBR toward something like overwatch, which uses bloom very stylistically, even in place of actual lights"....

I'm just anxious to keep the style we have with HDRP already, and the bloom comment made me think "huh, we can't have glows?"

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"emissive from pre-exposure, meaning you can just go nuts with values in material and make them glow unrealistically" << this is what I needed to hear! yep, we need the unrealistic bloom - and let's face it, hollywood go really unrealistic to make things look realistic at times. Heck, Iron man's armour isn't even slightly realistic (it would be invisible at night if so)

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it's one thing to chase realism, but quite another to use it. Film (and games) use what I like to call practical realism, so we need dials to tweak.

fervent kite
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Definitely, and I'm all for artist-driven / stylized oriented features... But that's not me you need to convinced ๐Ÿ˜‰

timber summit
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Is there any overhead for a moving density volume?

broken birch
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I don't mean effort to add, but more like.. please be careful of preventing ๐Ÿ˜„

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For example Unity capped blendshapes years ago when the competing engines had blendshapes uncapped, and now the technical debt of that bad decision has to be undone with another option in player settings ๐Ÿ˜ฆ

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still, that's what I'd expect from V3, very similar to Sonic Ether's bloom (which was probably physically based too?)

fervent kite
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Somewhat, yes, although SE's had some shortcomings but in principle it's the same sort of effect

broken birch
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Yeah I have no problems with it - with SE's just pumped more into emisssion

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I guess I should set lights to real lux values etc

fervent kite
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That's pretty much how HDRP is supposed to be used ๐Ÿ˜ƒ

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it's really deeply integrated in the core of HDRP, everything expects physical values

broken birch
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yep I want to use it like that - just worried I'd be prevented from going a little wild with it if I wanted, like pixar or such

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I mean you can make some pretty amazing stylised cartoons in the real world with a few models and the right lighting after all, right?

fervent kite
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(Pixar uses physical values for everything, down to materials and camera/lens simulation)

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Yep, it's just a different workflow

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@timber summit not sure, I'm not familiar with how density volumes work

cobalt wing
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just tested the PPv3 TAA in motion, oh my ๐Ÿ˜„

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yeah, that's not on the table at all like that (will see later on if one could tweak the SRP itself for this), now it's just really noticeable trails behind the fast moving objects

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but like mentioned earlier, my use case isn't really that suitable for TAA to begin with

broken birch
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Please let me know when it's safe to upgrade to 2019.1 - that is, HDRP is ready for my love.

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(which includes V3)

cobalt wing
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well, that still depends on what you do with it, I'm really not using this in a way most games would use ๐Ÿ˜ƒ

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while I do get the arguments for hiding the TAA setting, I feel that the dynamic slider (whatever it was called) would still be very necessary. On my use case, it's way more acceptable to get less / no AA in motion for parts that would just ghost otherwise as that ghosting.. that's just not acceptable at all

broken birch
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I left it on default to be honest, I only experimented with the jitter being larger to reduce pixel crawl

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is your issue because you use VR?

cobalt wing
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oh, I don't want to use TAA for VR, if you know what chase camera looks like any racing game, that's my issue (you also occasionally see the trains on other cars if you drive close by)

broken birch
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you mean the trails?

cobalt wing
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basically noisy surfaces and high contrast with combination of speed is poison for TAA

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ghosting yes

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it leaves noticeable trail behind

broken birch
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yeah typically AAA games don't care. because they have motion blur anyway. It's just fine.

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in fact AAA is usually just some sort of smear that costs 100-200m

cobalt wing
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there are ways to reduce this on art side but it's still kinda issue

broken birch
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seems to me you need forward+ and a nice MSAA solution

cobalt wing
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yeah, like on HDRP ;D

broken birch
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no really ๐Ÿ˜ฎ

cobalt wing
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both work there, even today

broken birch
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regarding forward in HDRP... why does it exist?

cobalt wing
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for flexibility and VR (so you get MSAA)

broken birch
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I get we need forward passes but why is there a non-deferred mode?

cobalt wing
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that's actually what I use atm

broken birch
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whats the performance differences?

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I have a serious amount of decals going on as well

cobalt wing
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I'd expect it to be tad faster in my use cases but I haven't really benchmarked it

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in editor it seems to be around the same ballpark with deferred

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my issue here is that atm you can't use SSR with MSAA, the moment you enable MSAA, SSR drops off

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I've asked around but haven't gotten answer why they do it, mainly tried to get answer if it's some specific technical limitation but I guess I just have to find out this the hard way ๐Ÿ˜„

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I suspect they expect most people using MSAA being VR users or something, and you shouldn't really use SSR in VR

broken birch
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VR really just needs painfully expensive hardware, there is only so much you can do optimisation wise

cobalt wing
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yeah, I don't really expect them to put SSR for VR at all ๐Ÿ˜„

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but in my case, I'd want MSAA + SSR on desktop mode

broken birch
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raytracing using nvidia chips would be nice but we would need more than the 30fps we'd he left with since its resolution would have to be really high in VR

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the noise, even with denoising would be immediately noticable

cobalt wing
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peaked into SRP repo: cs sanitazedFrameSettings.bitDatas[(int)FrameSettingsField.SSR] &= !reflection && renderPipelineSettings.supportSSR && !msaa && !preview && !stereo;

broken birch
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huh

cobalt wing
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they straight up disable SSR if msaa is there

broken birch
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its because unity doesn't want to peg itself into a corner with it like crytek did

cobalt wing
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that was from older commit but it's similar now

broken birch
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the whole HDR resolve with MSAA problem thingy

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everything has to be designed with it in mind

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best avoid it

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actually also the high quality shadows option still does not wok

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in HDRP. Is it forward only?

cobalt wing
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it did work when I tried it

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(in deferred at least)

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I haven't tried it on these 5.3.x packages but I tested it when they put the PRs in on the WIP branch

broken birch
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maybe I don't know what I'm looking for, since the shadows are pretty awesome quality anyway

cobalt wing
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I prefer High (which is PCSS)

broken birch
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may as well leave it on low (since I'm super happy with it there)

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is PCSS significantly different in framerate?

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is it heavy I mean?

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I'd bench but i can't be dealing with build times ๐Ÿ˜„

cobalt wing
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should be higher cost but I meant that I prefer it visually

broken birch
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I wonder what medium is?

cobalt wing
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I would still put these all as options

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low and medium are both PCF

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I'm not a huge fan of hiding the methods behind generic names

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would prefer them calling them what they are

broken birch
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TBH i think I would prefer HDRP team feezes development for HDRP on anything except the latest alpha, until 2019.3 - this way they can focus on what matters.

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if they are brave this will help the concentrate their time better

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it's not really inconveniencing people

cobalt wing
broken birch
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currently they worry about 4.9 etc... why? I don't care. It's the same as 4.8 or 4.6 for 99% of testers. If they use analytics it would probably reveal most people stay on template :/

cobalt wing
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I get the 4.x thing

broken birch
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I see yeah PCSS perhaps works nicer if you have quite-low shadow resolution

cobalt wing
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they still can backport some improvements there as it hasn't drifted too far away and that's still going to be the version people will have for 2018 LTS

broken birch
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yeah it just seems silly though given we both know HDRP has to change quite a lot still before it finally settles into it's 2019.3 mutant form, so why bother backporting?

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sometimes I think unity cares a tiny bit too much

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in fact I bet unity didn't really want to have HDRP out this early in public anyway

cobalt wing
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people still love to have something to play with, 4.9 isn't borderline unusable atm, it's still probably the most stable HDRP they've made so far

broken birch
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BTW about the SRP batcher, kind of interesting how that works

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go about optimising slightly differently

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per shader or something

cobalt wing
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Medium     Point/Spot: PCF 5x5 (9 taps). Directional: PCF Tent 7x7 (16 taps).
High     Point/Spot: PCSS. Directional: PCSS.
Very High     Improved Moment Shadows.```
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also... I just disabled the !msaa from framesettings and I now get MSAA with SSR ๐Ÿ˜„

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but I very much doubt Unity added that just to let people have less options, there must be something that breaks with this

broken birch
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do you have tone mapping etc?

cobalt wing
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yes, but haven't tried every filter

broken birch
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hdr on camera and all that of course

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"Improved Moment Shadows."

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excuse me while I have a moment to myself

marsh frigate
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worst thing is the isHDR toggle being off on cameras in a forced HDR environment .__.

cobalt wing
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I actually have no clue what setting we are now talking about

marsh frigate
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I'm just chiming in with minor annoyances ๐Ÿ˜›

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is any of this new stuff screen size independent? or have any options that enable such behaviour

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It's frustrating working in the film/TV space and going to render at a higher res and having to adjust every parameter to make it close to what you saw at lower res

broken birch
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Yeah most things like DOF are resolution sensitive to an extent

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I would simply just take the highest and lowest supported res and make 2 profiles then just lerp between

marsh frigate
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yeah, I've done some stuff like doing it externally

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but then you have two stacks anyway, the internal and external

cobalt wing
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@broken birch re: Bloom (I saw the thread on the forums)

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there was lot of similar discussion on UE4 forums when they moved their tonemapper to ACES around 4.15 as they actually changed their bloom at the same time. The "glow" around emissive materials got reduced by big margin there too (even if you manually opted out of ACES)

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people were shocked by the whole change at first as it changed how we looked at things there, but people still adapted eventually to the new systems

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on the new PPv3 Bloom, what I saw from fiddling the material settings, that emissive exposure control (on material itself) does make it pretty artist friendly to spoof the physical approach

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definitely give it a try before getting too worried

broken birch
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Thanks for the heads up - I was already pretty sure about that having used sonic ether's physically based bloom. I used to pump up emission and it basically (with flaws) worked like that.

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Which is why I was pretty sure it was OK really, just the problem is you have to pump up emission and all that, and that shits on GI

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so it's not cut and dried and UE4 is immune to the issue lurking

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To solve that you would need to adjust your whole pipeline to compensate to get a glow around something that isn't supposed to crap all over GI

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So no, you can't get the same result.

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I'm OK with compromises and I've accepted this - we can tonnes in other ways - VFX, etc

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but the issue will still remain with GI

cobalt wing
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ah, that can indeed crap on baked lighting and gi

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I dunno if you can tweak some of the emissive values without them affecting the bakes

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(probably not but worth trying)

broken birch
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And really, films are not realistic. Pixar frequently does break reality. For example I suggest googling how marvel studios handles materials, such as iron man's suit. This is fake and not PBR correct.

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It's one thing to design out incorrect PBR and another thing to prevent stylised adjustment. I only request preventation doesn't take place.

cobalt wing
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I can immediately come up with hacky workaround on the baking issue (I'm really good at thinking stupid ways to bypass limitations)

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you can bake the thing with emissive values you like and then boost then at level start up from the materials themselves

broken birch
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(I'm all ears, but really, unity shouldn't force us to do more work by removing one float value :/)

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The amount of work that your workaround requires for a typical full game is not worth the gain back so I would likely just have to write something

cobalt wing
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I know it's not ideal, but I said I'm good at coming up with stupid workaround ;D

broken birch
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๐Ÿ˜„

cobalt wing
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does the project build rebake lighting?

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I don't think it does

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because if it doesn't, you could make some editor tool for baking, like if you know all emissive values need to be dialed down to specific values. you could just make a button that serializes all materials emissive values and dials them down and start the bake, then dials up the materials values from the stored values right after

broken birch
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It will do if you were on auto (which I am not)

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and there are a few cases like changing target platform of course

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If Unity allows boosting emission but not affecting the GI for it then we hit paydirt but I'm not sure how that will work.

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I mean

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we want 1 value for gi emission and 1 value for render emission

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we need 2 emission values, and its really just making the whole thing slope sideways

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if Unity thinks that AAA or car manufacurers will be pleased with this, they they will find it's not the case because everything on TV isn't PBR correct, it only works up to a point before things need an art director's frown

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I suppose the only real concern I have now is the GI, if we get that sorted - I am happy

cobalt wing
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having some extra control on the PPv3 would still feel more ideal, even if it's not physically correct at that point

broken birch
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It's not chman we have to convince though ๐Ÿ˜‰

cobalt wing
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it feels like the concern is that people will use it without realizing what it does and then Unity games using HDRP will not look "as correct"

broken birch
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We have to go to the source! the grand master of the pixel, natalya tatarchuk herself. If we throw ourselves at her mercy then it could happen

cobalt wing
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I still don't like things being dummed down so people can't break things

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could be just some option under advanced

broken birch
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Absolutely.

cobalt wing
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like that TAA, I can't even consider it like that (but of course I can modify it myself from sources just fine so that's still on the table)

broken birch
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Antialiasing is changing though, at some point it'll just be ML based I guess on GPU... if not already

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current antialias is just basically a set of tuned parameters and thats really not going to cover things as well as having 2048 tiny little artists figuring out the best neighboring shade to use

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but <1ms on ps4, thats really nice TAA perf

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FXAA is still the king I guess for performance

cobalt wing
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I'm not really getting hopes up on the ML thing nvidia has right now, but I also haven't seen it in action either

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DLSS is still ultimately temporal AA in a way so I'd expect it to still ghost too

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also those final fantasy screenies didn't really convince me (they had some really awful sharpening effect on DLSS)

broken birch
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Well it's only temporal due to the desire to keep it cheap, which is a real problem with 4k displays. 4k doesn't remove requirement for AA because it's typically a resolution for larger displays

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Maybe we just have to accept a higher budget for AA in VR

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trim fat elsewhere

jade raft
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Wrong channel ๐Ÿ˜‰

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But @cobalt wing if you want to try it youll need to actually use the branch as is and not try to graft it. Its based on the last common ancestor of 19.1 and 19.2, and as such will require quite a bit of merging...

cobalt wing
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oh rats, I should have posted on shaders, my bad ๐Ÿ˜„

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and hmmm, it should run on 2019.1 then, I'll test

jade raft
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it will yes, i have it open in front of me on 19.1.0a14

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looks like you tried to graft it to latest though? Theres a big refactor collision there...

cobalt wing
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yeah, I know the version you mentioned for the branching too

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yes, I merged it with release/2019.1

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it's some commits ahead 5.3.1

jade raft
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yep

cobalt wing
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just curious to see where this is going ๐Ÿ˜ƒ will try the branch as is now but will still wait until it's mergeable before doing any real experiments with it ๐Ÿ˜„

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oh, this was the base version that doesn't like texture streaming and alpha clip values ๐Ÿ˜„

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(it works on next run)

jade raft
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yea this branch is not ready for PR yet ๐Ÿ˜›

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its missing some key features

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anyway, we should move channels if you wanna talk about it

cobalt wing
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HDRP 5.3+ just ignoring PPv2 will cause so much confusion soon. There's already a lot of forum posts where people have spent long time trying to hunt down why it doesn't work (only built-in PPv3 works there but people will not always go looking into scene volume settings to find this out on their own)

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I wish Unity will add some check on future PostProcessing (v2) packages so it'll throw a warning on console if people try to run it on HDRP 5.3+ (you'd think Unity can detect that from PP package?)

late fossil
#

I discovered one thing, post processing is broken on camera with non 0 vevport rect position

cobalt wing
#

@late fossil what version?

#

not that I'd have solution for that but it will tell more if people know what you are using

late fossil
#

2018.3.0f2

#

And newest PP

cobalt wing
#

2.1.3?

late fossil
#

Yep

cobalt wing
#

built-in renderer, LWRP, HDRP?

late fossil
#

built-in

#

I'll probably try to work this out tomorrow

safe gulch
#

Post processing is really slow on mobile. even with the lightweight render pipeline... Any tips ? There's a big drop in the fps

timid bramble
#

Does Unity have an integrated auto Depth of field feature?

dapper urchin
#

@safe gulch it's unlikely that PP will be fast on mobile, no matter what settings. iirc, the scene is pretty much being rendered twice or more with PP

unreal raptor
#

@timid bramble Unity has the Postprocessing Stack, which includes among other things, Depth of Field.

#

you can install the Postprocessing Stack from the package manager

timid bramble
#

@unreal raptor i know, but right know the DOF is only a fixed value and doesnt adjust to the distance of objects to the camera

unreal raptor
#

well sure you have to implement that part yourself

#

but there's plenty of people who have done implementations

#

this is one I picked off google

cobalt wing
#

botd also has it's own autofocus system

#

I haven't checked how isolated it is from the PP though

#

(I mean, if it just adjusts the existing DoF filter or if they've built a totally new thing for it)

broken birch
#

You also have to be clear what version post stack (V2 or V3) etc

unreal raptor
#

yeah I made the assumption he was on v2, most people are on 2018

#

what is BOTD?

#

ah nevermind, I figured it out, Book of the Dead.

broken birch
#

Big Old Tart :D

unreal raptor
#

lol

balmy star
#

@safe gulch There's an asset called Sleek Render which worked really well for me. It's made specifically for mobile so barely to no drop in fps!

safe gulch
#

@balmy star yes I saw it, it looks good, the only thing I'm waiting for is the compatibility with the light weight render pipeline (not supported yet)

balmy star
#

@safe gulch ohhh ok gotchu

cobalt wing
#

Customization of PPV3 should come for 2019.2.

#

meaning, no custom PP effects for HDRP on 2019.1 unless you modify the HDRP sources directly

quaint rune
#

will PPV3 be only for SRPs?

broken birch
#

Yeah

#

Unlike V2, V3 is specific to the pipeline

quaint rune
#

cool, is it volume based? we find that the volume blending features of PPv2 have overhead even when only having one

cobalt wing
#

PPv3 is currently only for HDRP 5.3 and newer

#

they have plans on making something similar for LWRP but now it's HDRP only (and integrated to the HDRP package itself)

#

and it has volumes, yes

#

it uses HDRP's scene volumes for everything now

#

no idea on realtime blending though

#

(like, I never tried if it does linear blends or if it's just on/off kinda thing when you enter the volume)

fluid fern
#

Volumes are not HDRP specific.
Yes PPV3 uses those volumes.
It does blending.

broken birch
#

I love unified volumes, but people really need to accept and learn what an override is, so they don't make 100 volumes with ALL the options... imagine that! :D

#

So our usage pattern with 5.3+ volumes is that I create a default all-in volume that sets the tone for the whole game and has all the best average options set that serve as the base.

then creatively, we only need the occsional specific tweak so there might be just a volume for tweaking the light and it only has that on it,... or using a classic grading volume when entering a new area

#

personally, I love the system

#

Even have them for screen transitions too since the blending is perfect for it - way less code (and ideally would be a graph or something because why even code that....)

cobalt minnow
#

Does anyone know if it's possible to change the order of the post processing. For example, not applying AO to bloom?

unreal raptor
#

my gut reaction is no, you can't change it. the old effects stack was piecemeal, and it was so easy to mess things up by putting them in the wrong order, so I think they kind of 'made sure' things would be put in the right order with the newer effects.

#

but there may be some super duper hidden advanced mode I don't know about that allows changing order.

#

try several combinations of controller buttons to see if you can unlock it ๐Ÿ˜›

cobalt minnow
#

LOL

#

Okay, well I'll keep digging. Otherwise, we'll probably just bake AO or something. >.>

#

Thanks!

unreal raptor
#

np

#

@cobalt minnow, I just checked

#

it seems you can alter the order, by what order you add the effects to the profile

#

at least the order they show in the settings

#

i'm not sure that actually changes the order they are applied

cobalt minnow
#

We tried that, but they come out the same. ๐Ÿ˜ฆ

unreal raptor
#

ok, good to know

fervent kite
#

You can't change the order of how post-processing is applied, it's hardcoded for multiple reasons (optimizations, logical order, etc). The order in the UI does not reflect the rendering order.

#

For example, not applying AO to bloom?
AO is a lighting effect, not a post-processing one, and as such it's applied during the lighting pass way before post-processing kicks in. Soooo AO is not "applied to bloom"

broken birch
#

in the dark times before V1 post stack, when post effects were layered on the camera, it was possible to order them if they weren't hardcoded to have a specific pass. Every time I saw people's screenshots of their component based post effect stacks, millisecs died forever

#

Even swaying and crooning, the faithful worshipped asset store for salvation and it was offered but only fleeting and infrequently, poor balm for fevered early man

ashen glen
#

Hmm, what's the reasoning behind making the various PPv2 effect classes sealed despite the methods being overridable? It would have been nice to be able to just extend them and override things as needed to alter or add to behaviour

broken birch
#

I would guess at the time they thought it would allow them to make future changes without breaking code, but a we've seen they've broken it anyway with V3 :D

cobalt wing
#

I think that's just from SSAO not having more screen space on cropped setup

#

I could be wrong though

#

you could probably battle it a bit by rendering it little bigger and just putting bigger black bars using UI rendering on top

#

(yes, that's hacky)

broken birch
#

hmmm

broken birch
cobalt wing
#

I'd love to have that tech in HDRP

#

well, not the TAA variant

broken birch
#

TAA is vey nice here but the resolution scaling is a bit crap

#

tried lanc and catmull upscale filters too

#

it's because I want to run the game at 900p ish not 1080p (and equivalent for higher)

#

its a little blurry in TR, but I'm ok with that

cobalt frost
#

Hi all, I'm using a post processing stack v2 in built-in pipeline. I notice that only FXAA antialiasing mode works, others make no difference whatsoever. Are those two reserved for hdrp/lwrp or are there some aditional steps I must have missed? I'm on deferred render path but it doesn't seem to change with forward either. I am rendering depth texture on the camera

cobalt wing
#

@cobalt frost they work on built-in renderer

#

you sure they don't work?

#

did you examine the results in game view when you actually play the game (in editor or in standalone)?

#

some effects don't apply unless you run the game

cobalt frost
#

To be honest no, I'm only checking scene view at the moment, but fast approximate aa gave results while others didnt (in scene view) I should check out game view right away

#

Yep.. It works in game view.. Thank you ๐Ÿ˜„

cobalt wing
#

recent HDRP version / 2019.1+ lets you apply PP AA in scene view too, but that's pretty new thing

#

I don't expect them to backport that to built-in but who knows

cobalt frost
#

Now that I've checked game view.. Looks like screen space reflections work nicer in scene view than game view, how come?

cobalt wing
#

different size of the window?

#

but IMO PPv2 SSR isn't really usable in the first place

cobalt frost
#

it's same shot

#

do you know any other solutions for built-in renderer ?

cobalt wing
cobalt frost
#

Thanks as always @cobalt wing !

cobalt wing
#

np

#

that one is bit noisy even after filtering but it's the best I've seen for built-in renderer

#

unity's cinematic effects SSR comes second but it's really perf heavy

#

one in PPv2 is totally unusable on all scenes I've tried it

#

it just doesn't do what it's supposed to do

cobalt frost
#

I guess you could use it for static scenes, but yeah

fresh canopy
#

I'm trying to achieve a look similar to this.

#

what steps would I need to take to get it?

#

I'm aware in the second picture theres an extreme amount of vignette

#

(I don't want that much of it :P)

cobalt wing
#

depth of field, vignette, bloom and tonemapping etc

fresh canopy
#

tonemapping?

#

like color correction?

#

should I try using the hdrp or the lwrp?

cobalt wing
#

all the mentioned things work on all Unity's renderers, including built-in and LWRP

#

by tonemapping I mean things like ACES

broken birch
#

If you don't know what pipeline to use then you should only use builtin or LWRP, because HDRP is fraught with danger and will eat you if you don't know what you are doing (you don't because you are asking!) :)

#

(because HDRP is still a long way before it's complete)

#

so... builtin for lazy times and LWRP if your post processing needs are very small and you are mobile or VR focused... but it will lack a lot of post effects compared to builtin.

cobalt wing
#

hmmm, interesting: ```SebLagarde said:

For LW PPV2 should still be compatible (so you could chose between V2 and V3).```

#

I'm guessing they didn't want to do that for HDRP as it's already complex enough to maintain with one setup

languid briar
#

LW supports most of the PPv2 features, except Ambient Occlusion, Motion Blur, and Screen Space Reflections. Motion blur and AO are on the roadmap. It won't support SSR.

acoustic lake
#

How to set cubicle or rectangle lighting sources in real time lighting x) ?

broken birch
#

SSR is hardly missed if one has excllent probe coverage, and if it's a great rig, you can also bake probes in realtime, so the loss of SSR is hardly great.

cobalt wing
#

that is, unless you bolt your camera on top of fast moving object that has reflective surface ๐Ÿ˜ƒ

#

I dunno how fast it is now but every time I've tried realtime capture for one probe, it's been totally out of the question, perf wise

broken birch
#

Why not just not do VR. use those little coloured red+green glasses

unreal raptor
#

or those polarized ones that work on any video image, you ever seen those?

#

they transform any horizontal motion into 3d by slightly delaying the light reaching one eye

#

and since the lenses are clear, there's no strange color effects

broken birch
#

or those images which require you to cross your eyes to see it pop

unreal raptor
#

ehhh those almost never work for me

#

i'm already too nearsighted

ashen glen
#

I wonder if a better type of probe system could be made for non-square room shapes... Where you'd lay out mesh points like you do light probes, at the angle changes of the perimeter of the room and it generates a mesh from that and bakes a texture to it using a camera at every surface angle outward with frustums adjusted to suit the difference in angle between adjacent faces on this mesh to create a fairly consistent texture across it representing the room...

Then you could just take your reflection ray, transformed to the probe space and sample from where it hits on the custom mesh thonk

It wouldn't capture dynamic content like SSR does but it would avoid the off-screen data issue it faces.. and then layer SSR on top for only dynamics (and static objects with some special flag on them for stuff sitting inside the room)

chilly chasm
#

Sounds too complex already. That is when you start to love RTX. Makes all these things so easy.

ashen glen
#

Yeah it's more complex, I'm just imagining it being a more performant option though. RTX is definitely ideal functionally.

ionic kindle
#

Hello, i've got a little question, since I don't know much about post processing shader creation.
Custom post processing effects don't seem to work well with Unity's temporal anti-aliasing - they shake as expected, but they don't get anti-aliased. Would refactoring those effects to be Post Processing Stack compatible fix this? Or is it a different matter?

cobalt wing
#

looking at HDRP PPv3's TAA, I don't think they check for too big motion vectors anymore here

#

in PPv2, we could set the motion blending aka The blend coefficient for a fragment with significant motion. Controls the percentage of history sample blended into the final color.

#

but looking at the TAA shader code, I don't see anything like that here

#

they've swapped the previously manually adjustable weighting setup with this: Feedback weight from unbiased luminance diff (Timothy Lottes)

#

makes one wonder why as you'd think it would be best to have both regardless

#

I traced down PPv2 doing essentially this:cs float weight = clamp(lerp(stationaryBlending, motionBlending, velocityLength * 6000.0), motionBlending, stationaryBlending); color = lerp(color, history, weight);
where PPv3 does this:

float weight = 1.0 - abs(colorLuma - historyLuma) / Max3(colorLuma, historyLuma, 0.2);
float feedback = lerp(0.96, 0.91, weight * weight);
color = Unmap(lerp(color, history, feedback));```
broken birch
#

interesting

#

magic number time I guess

unreal raptor
#

seems he writes a lot of papers on variable tonmapping and such

#

it's probably some technique that eliminates the need for manual tuning

#

AMD employee it seems

#

specifically from this part of this talk (unbiased luminance diff)

#

found the video from this TAA implementation in the 'thanks to'

cobalt wing
#

some of those magic numbers were const or defines so they weren't all hardcoded but weren't tweakable from runtime either

#

I just simplified the end results on the code snippets I pasted so it may have appeared they just put those numbers there

#

anyway, those 0.96 and 0.91 are feedback defines

#

one could probably try to put lower on the other value to see it it would make the TAA drop out earlier on bigger changes

unreal raptor
#

i trust unity knows what's best ๐Ÿ˜›

ashen glen
#

playdead's TAA has always been really nice

fresh canopy
#

how do I make my effects glow with bloom?

#

some specific technique?

marsh frigate
#

set the emission value high enough to go above the bloom threshold

#

I'm fairly certain you can do the same with albedo, but someone can check me on that

ashen glen
#

if it's forward rendering I believe outputting albedo above 1.0 is how it's done, and if deferred there's an emission buffer you write to which was SV_Target3 or 4 I think

cobalt wing
#

@unreal raptor PPv3 TAA is totally useless for me with it's exposed settings (on/off by the time I write this), hence looking into tweaking it manually

#

They removed smaa for being too resource heavy, yet it was the best pp aa they had for fast moving objects

#

I'm afraid they go to ue4 route where you only get acceptable aa if you have some static screens or dont have fast moving objects/foliage

#

It is great for screenshots :p

broken birch
#

to be honest i'm finding that it's super acceptable for me

#

not vr though

#

in fact V3 is a massive improvement in perf and AA this end although I don't mind a slightly blurry visual because game is console and meant to be played on a TV at suitable distance

unreal raptor
#

sad to hear they removed SMAA. They should let devs decide what is too heavy. Every game is different.

cobalt wing
#

well, they never officially supported SMAA, but it did work to the moment they removed it :p

#

I do get their POV on this as they probably think FXAA and TAA are enough alone for non-VR games

unreal raptor
#

as long as we can make our own custom effects to plug in, it's all good

cobalt wing
#

SMAA needs 4 passes and I think also extra buffer so it consumes more GPU RAM

unreal raptor
#

yeah i mean, fair enough. As long as it does the job.

cobalt wing
#

I dunno, I'm not sure they let us do that

unreal raptor
#

i never liked the idea of rendering the game at double the resolution just to shrink it though

#

sounds performance heavy to me

cobalt wing
#

PPv2 was extendable but I don't think they exposed the required things to make PP AA with it

#

or maybe nobody just cared to do it

unreal raptor
#

yeah maybe not, I didn't see that anyone ever did it

cobalt wing
#

oh you mean SSAA?

#

that's not really going to work on modern games unless you make super light to render graphics otherwise

unreal raptor
#

maybe, there's one I know where they render at high rez and then scale it down

cobalt wing
#

and then waste it all on AA :p

unreal raptor
#

i thought it was FXAA

cobalt wing
#

FXAA is light to run

#

it's almost like a blur pass :p

unreal raptor
#

yeah it's SSAA

cobalt wing
#

FXAA is still better than nothing but it's not great

#

and everyone is focused in TAA nowadays

#

which makes me sad as I can't stand TAA's artifacts

unreal raptor
#

it's a shame MSAA only works on forward

cobalt wing
#

well, HDRP works nicely on forward so that's not an issue

unreal raptor
#

hehehe

cobalt wing
#

also more correctly

unreal raptor
#

well in my current iteration i need Deferred.

cobalt wing
#

but I can't use MSAA on desktop with it as current HDRP can't run SSR with MSAA without huge artifacts

unreal raptor
#

but if enough shaders could be converted to forward HDRP versions, i guess it wouldn't matter to use Forward

cobalt wing
#

I'm super happy that Unity gives HDRP's forward that big focus

#

in UE4, forward was afterthought and Epic stopped giving more love to it after they got it done and shipped Robo Recall

unreal raptor
#

i see

cobalt wing
#

again one good example why it's not always that great that UE4 is driven by Epic's needs

#

it great when they have to have some feat, they just implement it and everyone gets it

#

but new development is always super focused only for what their own games need

#

and now that is Fortnite

unreal raptor
#

yeah, double edged sword

#

if only paragon had been a hit

#

they would be going a complete different direction lol

cobalt wing
#

paragon really moved UE4 forward a lot on high end graphics front

unreal raptor
#

yeah it was a very pretty game

#

i played it a bit. But man did people complain about it

#

then again, people complain about everything ๐Ÿ˜›

#

same stuff about balance in any PVP type game

cobalt wing
#

I tried it few times, I didn't like it at all

#

but I'm not a moba guy to begin with

unreal raptor
#

it was mostly flash, little substance

broken birch
#

So what can unity do to fix the AA problems you're having, Olento? obviously if it's not suitable they would know about it, right?

cobalt wing
#

keep SMAA around, allow adjusting the max velocity you allow for TAA to not apply it for parts that will inevitably ghost badly, allow SSR with MSAA ๐Ÿ˜„

#

my ultimate AA would be MSAA with TAA on top of it with settings that make sure it can't ghost

#

for lower scalability settings, I'm fine with FXAA as lower end option but would want at least some setup that doesn't put jaggies if you can afford to run it

#

I don't really say these would be problems, it's just what Unity gives out of the box is not ideal for me

#

I mean, I could just ship with FXAA only (which is currently the only option out of the box which I could accept on PPv3), but anyone who knows anything about AA knows FXAA isn't all that great (doesn't stop from shipping games with it)

#

and SMAA alone is nice improvement over FXAA, it doesn't fix all aliasing though

broken birch
#

Just seems like there must be an official reason for removing it?

cobalt wing
#

Official reason is "it was never supported on HDRP"

fervent kite
#

Spoiler alert: SMAA should be coming back soon

marsh frigate
#

Oi! Surround your spoilers with || to ||I'm kidding||

fervent kite
#

I know, but it's not really a spoiler ๐Ÿ˜‰

marsh frigate
#

As my spoiler said ๐Ÿ˜

ashen glen
#

That's great to hear, SMAA has such a nice and stable AA look without being super heavy performance wise. And GPU memory is growing quite a lot and will continue to so ๐Ÿคท

cobalt wing
#

that's great to hear!

#

I really like SMAA as it's a nice compromize

#

there's no ideal AA solution out there atm, everything got some major downsides

#

like, TAA can be ideal for some games that are not suffering from it's ghosting

#

but if you have use case where it can ghost, it's really hard to fight it

#

FXAA kinda blurs everything, it feels more like soften filter to me but of course that will also blur the jaggies too

#

SMAA doesn't remove all jaggies but it's sharper than FXAA, I find the results to be somewhere between FXAA and TAA on static scenes but a lot more stable than TAA when things are in motion

broken birch
#

Olento = ||SMAA fanboy||

cobalt wing
#

I do like it, it's true :p

broken birch
#

lol

languid briar
#

๐Ÿ˜น

broken birch
#

I like TAA though. Not having problems with it. So I'll keep my cruddy little hand-drawn castle of cuteness

alpine swallow
#

I dont like TAA, its very blurry and almost entirely kills vfx and particles

#

And ghosting

#

Maybe because particles in hdrp dont have motion vectors

#

i dont know

cobalt wing
#

@alpine swallow 2019.2.0a7 release notes had this: VFX: Added needed core behavior to support MotionVectors.

#

so, maybe soon(tm)

alpine swallow
#

nice

chilly chasm
#

Hey everyone, quick question: How do I exclude the sky from post processing? I need to increase exposure and not turn my sky to white.

cobalt wing
#

what renderpipeline?

#

for example HDRP's sky setup lets you adjust sky's exposure additionally

chilly chasm
#

lwrp

ionic kindle
#

Does anyone here have any experience creating custom effects for the Post Processing Stack?

broken birch
#

Only for V2 and only for non HDRP, because that's all changed forever now here.

#

V3 doesn't exist really, it's just build in HDRP post and we can't mod that yet.

ionic kindle
#

@broken birch In fact I have just that in mind - V2 and no HDRP. I've got a little headache. I'm trying to make an outline effect based on something I found (http://xroft666.blogspot.com/2015/07/glow-highlighting-in-unity.html) in PPS and I'm having trouble understanding the difference between the way that script handles its command buffer and the way it should be done inside the PPS script. I kind-of refactored the script for PPS, but it doesn't work and the example by Unity (https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects) is sadly just too simple to give me any clue about what I've done wrong.
First of all, what's the difference between the Blit function I saw so far and the BlitFullscreenTriangle used in the PPS example? Is there a reason why this extension is used here instead of regular Blit. Sorry if it's a stupid question - I'm absolutely new to shader scripting and post-effect creation.

cobalt wing
#

yeah, you can still use PPv2's custom effects on 2018.3's HDRP

#

it's just 2019.1 and onwards you are forced to ditch that work

#

I'm actually double bummed about ASE now supporting PPv2 shaders as I'd love to make custom PP stuff

broken birch
#

well custom node stuff hopefully will expand to pluggable post

cobalt wing
#

I dunno about that

#

main issue right now is really that PPv3 hasn't got any extendability yet, and seems like it will only get first iteration on that next summer (altho we might get some early versions for 2019.2 alphas/betas)

graceful spear
#

maybe shader graph for post process in the future?

cobalt wing
#

probably

broken birch
#

TAA has problems with first person weapons using that fov shadergraph trick

#

some kind of mild shimmer

chilly chasm
#

Unity is in a transitional phase that causes a lot of headaches... PR promotes things that in reality, are not production ready. i.e. HDRP. Yes, bright future, but quite convoluted present... and that needs to be addressed fast...

ionic kindle
#

Is anybody able to answer my question above? Also got another one:
I can see in the referenced glow script (non-PPS) that the command buffer gets set with everything just once (or whenever important settings change). On the other hand, in the PPS example the rendering code lies within the Render function, which gets called every frame. Why is that?

#

Is calling all those Blits, messing with Render Targets, etc. actually executing those methods or just adding them to the command list so they get executed independently?

cobalt wing
#

@broken birch it probably messes up the motion vectors for taa

#

That is the only explanation I can guess it could have as otherwise it is just a PP thing, it doesnt know about underlaying shaders

#

But if the motion vectors are computed for the tiny gun, that would explain it

#

You can spoof unitys motion vectors manually if you want. PPv1 had an example for it (still worked on PPv2 when I tried it)

#

I probably ahould check if I can still apply that for current HDRP

quaint rune
#

@ionic kindle the BlitFullScreenTriangle is just a wrapper around a "manual" blit done with drawmesh, setpass, etc but with a custom triangle mesh instead of a quad (a big triangle with two corners outside the screen so it covers it). I think it has got to do with optimization in some GPUs?

#

And yeah the PPv2 rebuilds all commandbuffers every frame even if no settings change, when only some commands really need to. We changed it a bit so that they are only built at enable (except for taa i think) for optimization purposes.

cobalt wing
#

it does work, and took like few minutes to setup this but yeah, it's soft alright

#

I'd actually want to try TAA + FXAA or TAA + SMAA if I can setup TAA to not ghost first

#

in ideal case, I'd just get different AA effect on pixels TAA can't cope with but I don't even know where to begin in doing such setup

#

I mean, sure, could just use the same math in the other AA pass to check if TAA skipped them but there would have to be some transition

broken birch
#

keeps silent

cobalt wing
#

lol

broken birch
#

hehehe

#

you refused to show TAA

#

It's like there's that much hate

cobalt wing
#

TAA looks amazing :p

#

but it's a static scene

#

you can't beat TAA in static stuff, it's almost perfect

broken birch
#

what is the perf diff between SMAA+FXAA vs TAA ?

#

TAA is cheaper isnt it

cobalt wing
#

probably

#

FXAA is fairly cheap I think

broken birch
#

AA is where VR spends a lot of frame budget

cobalt wing
#

but it really softens a lot of details that shouldn't be softened

broken birch
#

FXAA is cheap as chips but the point here is SMAA alone is insufficient, I think so you need both

cobalt wing
#

foliage looked like crap with this double pass

broken birch
#

oh?

cobalt wing
#

it blurs the leaves a lot to a point it starts to look fake

broken birch
#

TAA or?

cobalt wing
#

nah, this hacky combo

broken birch
#

oh it's a hack. I expected something native

cobalt wing
#

TAA is fine as long as the leaves don't move :p

broken birch
#

TAA is OK if the contrast difference for the leaves is fine...TAA sucks when light and dark are neighbours

cobalt wing
#

SMAA + FXAA? it's a total hack, took me few minutes to just hook the passes in and fix the UI ๐Ÿ˜„

#

you can just run all kinds of passes there if you want

#

having something more sophisticated is another thing...

#

by default Unity just runs one PP AA

#

but there's nothing stopping you from running them all one after another if you want

ionic kindle
#

@quaint rune Thanks for clarifying some things! I didn't have time to work on this for past days but I suspect the reason for the effect not working after being put into a PPS has something to do with the lack of context.source and context.destination that need to be used to properly streamline the RTs.

alpine swallow
#

i think the amount of blur in SMAA + FXAA combo beats even TAA blur honestly

chilly chasm
#

Well one of the best AA assets for Unity is based on TAA. But I really hate the standard implementation.

https://assetstore.unity.com/packages/vfx/shaders/ctaa-cinematic-temporal-anti-aliasing-pc-vr-106995

BEST SPECIAL EVER! NEW UPDATE V1.6, NORMALLY $195 NOW ONLY $75 FOR TWO WEEKS UNTIL 13th March, SAVE OVER 60%

COMPLETE SINGLE PASS STEREO SUPPORT IN VR and LATEST STEAM VR SUPPORT!

DOWNLOAD THE FREE EVALUATION DEMOS NOW CTAA PC DEMOS

CTAA VR DEMOS OCULUS & V...

cobalt wing
#

I can't really say if that's best, it looks like it suffers from exact same things I dislike about TAA

#

it's no coincidence that Livenda doesn't even ship any demo that's typically hard for TAA

#

they only show mostly static scenes with no foliage and slow camera pans

#
  • it's livenda ๐Ÿ˜„
#

they could go into radio silence for years without any warning

chilly chasm
#

There are not many other of this quality really. And I have tried theirs with foliage. My problem is the foliage itself and the lack of a decent SpeeTree equivalent shader in LWRP.

Otherwise the tool did fine with foliage.

unreal raptor
#

yeah their pricing is terrible too. I got it, but only because it was 70% off at the time.

chilly chasm
#

It is still at a very good price. And they did respond to me very fast and even gave me their next version in advance to try.

unreal raptor
#

they do really need to update it to PP stack. if they don't i probably will

cobalt wing
#

PP stack is old already

unreal raptor
#

well PP3 of course ;p

chilly chasm
#

I think you should talk to them, they are actually very responsive. At least they were when I contacted them. Very helpful.

unreal raptor
#

by the time i get around to that, PP3 should be ripe and ready

cobalt wing
#

well, that we can't even extend right now

#

not unless we modify the code directly

unreal raptor
#

probably about 3 years from now :p

cobalt wing
#

3-year plan ๐Ÿ˜„

unreal raptor
#

is when i'll get to it

cobalt wing
unreal raptor
#

yes ๐Ÿ˜›

chilly chasm
#

I hear all you guys talking about things that are not supposed to be used for production and I have started thinking you are hobbyists.

cobalt wing
#

some are

#

you do like to make assumptions

unreal raptor
#

if you've ever done any game development you'd know pretty much 50% of any game isn't 'ready for production' but people don't have time to finish things. games must ship!

chilly chasm
#

Why not, I didn't say it as a bad thing, I simply mean that you can't give someone production advice having the mindset of a hobbyist.

unreal raptor
#

as long as it works, it's good enough.

#

you can't develop a game with a mindset of expecting perfection

cobalt wing
#

again, making assumptions ๐Ÿ˜ƒ

chilly chasm
#

mmm having made so many games, and knowing that with some we had to use the same engine without updates for a year until that version matured, I am not so sure using early versions is good advice.

cobalt wing
#

many people working in the industry have mindset of only using decade old things they've learnt to use

unreal raptor
#

the fastest way to mature a technology is to use it.

#

it's how feedback is generated and things get fixed.

chilly chasm
#

That is not true really. They all play with all sorts of things in their private time.

cobalt wing
#

this industry moves rapidly though, so better keep along the ride IMO

chilly chasm
#

Yeah it doesn't really move as rapidly as you imply.

unreal raptor
#

I've heard the stories of people who used Unreal Engine 1.0

cobalt wing
#

what do I imply?

unreal raptor
#

it was total crap, and yet, many commercial and popular games shipped on it lol

cobalt wing
#

I've actually advised everyone directly asking me if HDRP is ready for production that it isn't

chilly chasm
#

I mean it hastaken almost a year to see LWRP becoming mature, and HDRP will take almost as long. So from the moment SRP is introduced to it being mature enough for usage in full feature parity with the standard pipeline that is a VERY long time.

cobalt wing
#

it's not a released package so if you jump aboard today, you need to be aware of the risks

#

full feature parity is kinda nonsense term in this context though

unreal raptor
#

yep, and if you're fine with those risks, more power to you

chilly chasm
#

Yeah, hence, NOT production ready. Good for hobby. ๐Ÿ˜ƒ

cobalt wing
#

they specifically don't want to make HDRP work like old renderer in Unity

unreal raptor
#

not every game needs every possible feature to be completed.

cobalt wing
#

that's the reason they made it

#

so they can actually fix it

chilly chasm
#

Yeah it really depends on the features you need.

cobalt wing
#

I don't really get the hobby thing here

#

hobbyists want to get things done too

unreal raptor
#

now ECS, that's something i really don't expect to see any production game using yet.

chilly chasm
#

Feature parity means being able to do the same things in a production environment.

cobalt wing
#

yeah, ECS is way less mature than HDRP right now

unreal raptor
#

because it's such a huge divergence from the regular way of doing things and it's very much in flux and feature poor atm

chilly chasm
#

We are in fact using ECS in our project but only for limited things.

cobalt wing
#

it's horrible pick for production right now ๐Ÿ˜„

#

every new versions makes you restructure your project due to API changes

chilly chasm
#

You can tackle some small things with it.

cobalt wing
#

and it's lacking half of the feats you'd need with it

chilly chasm
#

You do not have to update. ๐Ÿ˜‰

cobalt wing
#

yeah, but if you take that same mindset, it's a hobbyist tool right now ๐Ÿ˜„

chilly chasm
#

Indeed it is.

cobalt wing
#

I really don't like the split like that

unreal raptor
#

but full disclosure, I'm still on Standard pipeline and don't plan to move to HDRP in the near future. I'm still waiting for it to mature.

chilly chasm
#

That is why we are only using it for minor things. Nothing of importance.

unreal raptor
#

so i get where you're coming from

cobalt wing
#

if you used UE4 during first two years

chilly chasm
#

Still provides a minor performance boost where we need it.

cobalt wing
#

you would have needed to call it hobbyist engine for the first two years as it was that limited and evolving

#

but you know it makes zero sense

chilly chasm
#

I did call it a hobbyist engine the first two years ๐Ÿ˜„

cobalt wing
#

lol

chilly chasm
#

I have been using Unreal since version 2.0

#

UE4 was not really something new and exciting for me as it was for countless hobbyists who had not even tried UDK.

#

Unity was and still is something to really look for. But this latest shennanigans with SRP are really not improving my opinion of it.

cobalt wing
#

why are you against SRPs?

chilly chasm
#

I am not against it.

cobalt wing
#

it does give you more power as a dev

chilly chasm
#

I lov eit.

cobalt wing
#

to customize more

#

and fix some issues on your own

chilly chasm
#

But they should have kept it under wraps for longer.

cobalt wing
#

why?

#

I love their current approach on betas and previews

#

heck, even alphas

#

you don't have to use that stuff

chilly chasm
#

I do not want more power as a dev. I want more power as an artist.

cobalt wing
#

ah, now I get it

#

the whole hobbyist thing and all

chilly chasm
#

And to be honest, right now UE4 is really looking a lot more artist and designer friendly.

cobalt wing
#

it was never about development but tooling

chilly chasm
#

Of course. It always is about the tools.

cobalt wing
#

not for programmers though, no engine on the market can offer you everything out of the box

#

unless your game is super simple

chilly chasm
#

And right now the tools of Unity are all over the place, and the old tools have kind of remained stagnant.

#

New tools are in, but because they are half baked the asset store does not support them.

At the same time, since new things are about to come out, developers do not invest time to create new tools for the asset store or radically improve their old tools.

It's a catch 22.

cobalt wing
#

I dunno, all tools go through similar things

#

for example UE4 did for the first years

#

big changes are always PITA in transition

#

and Unity has never been fast on transitions

chilly chasm
#

Sure, but that was 2 years in a period of 15 that I have been using it ๐Ÿ˜ƒ

cobalt wing
#

it's better than what it's been at it in past

#

but it's still fairly slow

chilly chasm
#

Oh I think it is much faster than Unreal, but right now their efforts are split between maintenance and invention.

cobalt wing
#

UE4 moved fast on the first years too because it had to

#

as for the tooling, yes, UE4 is more consistent all around it

#

for artists point of view, I can see it being more appealing

#

but it's also super hard coded for almost all systems

chilly chasm
#

They are both pushing hard to outdo each other in what they do best. And that has worked better for Unreal than Unity at this point.

cobalt wing
#

which makes Unity stand apart when you actually have to develop with it

chilly chasm
#

Unity is pushing to become better than Unreal in Performance and Visuals, and Unreal is pushing to become better than Unity in being artist friendly.

cobalt wing
#

if I thought UE4 was better pick for my current project, I'd be there using it

#

I have like zero brand loyalty, I pick the best tool for the job ๐Ÿ˜ƒ

#

I've also evaluated HDRP throughout 2018 before moving into it

#

it wasn't really worth the risk year ago

#

but it does work for my purposes now

chilly chasm
#

Absolutely, and I think Unity is the best one for mine, too, but the problem is it is hard to find good developers for Unity these days. Too many hobbyists. They get bored easily.

cobalt wing
#

can't say it works for everyone though

chilly chasm
#

No tool can work for everyone. That is why there are so many tools ๐Ÿ˜ƒ

cobalt wing
#

yeah, that's also why I always tell people to try the alternatives themselves

#

like, even Blender ๐Ÿ˜„

chilly chasm
#

Absolutely.

#

I am not going to use Blender after so many years of 3dsmax, I would have to start learning from scratch, BUT it is the first tool I suggest to beginners.

cobalt wing
#

I get annoyed almost every time I open it

#

and I've opened it a lot during last 15 years or so

#

it just doesn't work like my mind works

alpine swallow
#

did you try 2.8?

cobalt wing
#

almost every other 3D tools is more logical

chilly chasm
#

Me too ๐Ÿ˜„ But they have done so many amazing things with it.

cobalt wing
#

even zbrush

#

I tried the beta

#

but I'm not really looking to swap

#

I'm fine with the tools I have now

chilly chasm
#

haha I remember zbrush before they made it a sculpting tool. It was a graphics tool to make Christmas and Easter cards ๐Ÿ˜„

alpine swallow
#

i am actually very impressed with what they have done with ux and usability in 2.8

chilly chasm
#

Greetings cards and such,.

#

Absolutely. Blender 2.8 is a super impressive modeler.

cobalt wing
#

last time I opened blender, I couldn't even figure how to pan the view without googling it

#

but that's me and blender

#

I spend more time on google figuring out how to use it than actually using it ๐Ÿ˜„

chilly chasm
#

but UX is almost the same really. Just the UI has changed.

ebon drift
#

Don't worry if you can learn Unity you can learn Blender

cobalt wing
#

I don't want to learn it

chilly chasm
#

no waayy Unity just makes sense.

cobalt wing
#

it's so against all logic ๐Ÿ˜„

chilly chasm
#

Indeed it is.

ebon drift
#

I learnt Blender when I was 16 without too much issue after a week or two of following tutorials. I'm in my 20s and have been struggling to learn C# for months.

cobalt wing
#

I'm happy to pay for tools that work more my way

chilly chasm
#

That has nothing to do with usability though ๐Ÿ˜„

cobalt wing
#

don't get me started on Blenders hierarchy mass select thing

#

you know, the lasso tool, on item list...

ebon drift
#

I just mean in a getting used to it and learning sense.

alpine swallow
#

yeah, same. but its a lot better now. shortcuts way more intuitive and logical

ebon drift
#

I found modelling a lot simpler to get into than coding, but I've always been a more visual guy.

chilly chasm
#

It's ridiculous.

cobalt wing
#

blender is fine if you've never ever used any other 3d modeling tool before

#

as then you don't have to forget basically everything you already know to be able to use it ๐Ÿ˜„

chilly chasm
#

Sorry. But after having used almost every 3d tool out there, Blender and Zbrush despite being amazing tools are really retarded when it comes to usability.

cobalt wing
#

zbrush UI is an oddball

#

but I can work with it

ebon drift
#

I might have had the benefit of getting my start in dev making maps for Half Life 2 in Hammer

#

So I'm used to jank

cobalt wing
#

and it's basically funky like that because it's used on pen + they just keep adding feats without thinking about restructure

chilly chasm
#

Zbrush requires you to import 3D objects as brushes, and you modify them using alphas ๐Ÿ˜„

cobalt wing
#

yeah, that's stupid

#

Zbrush core doesn't do that

#

I'd want that on full too

#

I never use the 2.5D mode

chilly chasm
#

It doesn't matter really. What matters is the result, and if you are a production professional, how fast you reach the best results.

cobalt wing
#

tbh, I haven't checked if they put option for that now (but I doubt it)

#

I don't really agree on that being pro thing only

alpine swallow
#

naming is very frustrating in zbrush. 3d objects = tools and subtools

cobalt wing
#

if you work even on a hobby thing, you have limited resources

#

you need fast workflows to finish

chilly chasm
#

yeah all that jazz. Still the tool that made perfect sense (mudbox) failed.

alpine swallow
#

and perfect engine (stingray)๐Ÿ˜”

chilly chasm
#

For most hobbyists, it doesn't matter when you finish really.

cobalt wing
#

I never liked mudbox

chilly chasm
#

Stingray was not a perfect engine, but it was a great companion for 3dsmax.

cobalt wing
#

I've tried it

#

but it was really weird

alpine swallow
#

yeah it was a joke

cobalt wing
#

mudbox is still around

#

I dunno why

chilly chasm
#

Mudbox was created mainly using the same concepts and tools a real sculptor does. If you give it to a sculptor it automatically makes sense.

alpine swallow
#

i am still waiting for 3d max death

chilly chasm
#

Most people were not real sculptors though ๐Ÿ˜„

#

hehe @alpine swallow you will wait for a very long time.

alpine swallow
#

most likely

chilly chasm
#

It still is their #1 modeling tool. Entertainment is just one part of their market.

#

I am a member of their testing team. I test maya, 3dsmax, mudbox and other tools.

Mudbox came out with some great new features btw. A bit too late, as Zbrush already presented them as their own, but still they delivered.

alpine swallow
#

did he have remesher from start? i cant remember

chilly chasm
#

Yeah they did.

#

And they still have some features that zbrush doesn't.

But they have really fallen behind in users. It's a tiny userbase these days, mainly in high end film production studios.

ashen glen
#

The only real thing Mudbox has advantage for now is the direct texture painting aspect, as ZBrush is still polypaint based. After the few years of Mudbox being basically dead I was really hoping they were finally going to release the Mudbox-like tools they teased for Maya years ago, but then we get this uber disappointing Maya 2019 release after 2 years of no major release lmao. They really need to step it up and release it this year, Blender putting some pressure on them finally.

tight glade
#

haha, why are you waiting for Max to die? @alpine swallow

indigo pewter
#

Hey, could someone point me how to fix this?

#

I'm using ambient occlusion from post processing stack

#

And when I point the camera down it, well.. does this ^

#

Also this is unity terrain with default shaders on ground/grass

chilly chasm
#

AO doesn't do that afaik. Something else may be happening.

indigo pewter
#

I've got only color grading and AO enabled, and when I disable the AO it fixes that ๐Ÿ˜ฆ

#

Tweaking the AO settings doesn't help

#

Allright, got it, I had AO baked in the lightmapping settings which was interfering with the PP

chilly chasm
#

Hmm I typically use both. And I still do not see that happening. But if it fixed your problem that's great.

ashen glen
#

Yeah those two things shouldn't really be conflicting... Especially since it seems you're losing your camera's anti-aliasing as well. Might need to update your unity patch version and see if there's a newer post processing package

#

@indigo pewter

indigo pewter
#

Yeah, false alarm, I've just noticed it still persists

chilly chasm
#

I have no idea what is happening there, but it looks like something you are using for the effect is coming "out of screen" and the effect stops. This could be the pivot point of an object going out of screen, and in some cases causing the effect/animation function to stop.

chilly chasm
#

I want to create a post filter that is similar to a process I some times do in photoshop and really improves the result. Is there a tool like SG that could help me do that in LWRP?

It's a very simple few steps process.

unreal raptor
#

I don't know about LWRP but making camera effects in the standard pipeline was fairly trivial

#
using UnityEngine;

[ExecuteInEditMode]
[AddComponentMenu("Image Effects/Frost")]
public class FrostEffect : MonoBehaviour
{
    public float FrostAmount = 0.5f; //0-1 (0=minimum Frost, 1=maximum frost)
    public float EdgeSharpness = 1; //>=1
    public float minFrost = 0; //0-1
    public float maxFrost = 1; //0-1
    public float seethroughness = 0.2f; //blends between 2 ways of applying the frost effect: 0=normal blend mode, 1="overlay" blend mode
    public float distortion = 0.1f; //how much the original image is distorted through the frost (value depends on normal map)
    public Texture2D Frost; //RGBA
    public Texture2D FrostNormals; //normalmap
    public Shader Shader; //ImageBlendEffect.shader
    
    private Material material;

    private void Awake()
    {
        material = new Material(Shader);
        material.SetTexture("_BlendTex", Frost);
        material.SetTexture("_BumpMap", FrostNormals);
    }
    
    private void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        if (!Application.isPlaying)
        {
            material.SetTexture("_BlendTex", Frost);
            material.SetTexture("_BumpMap", FrostNormals);
            EdgeSharpness = Mathf.Max(1, EdgeSharpness);
        }
        material.SetFloat("_BlendAmount", Mathf.Clamp01(Mathf.Clamp01(FrostAmount) * (maxFrost - minFrost) + minFrost));
        material.SetFloat("_EdgeSharpness", EdgeSharpness);
        material.SetFloat("_SeeThroughness", seethroughness);
        material.SetFloat("_Distortion", distortion);
        Debug.Log("_Distortion: "+ distortion);

        Graphics.Blit(source, destination, material);
    }
}
#

you just make a shader to do whatever you want done, and blit it to the camera

#

example of the shader used with that

#

just a std vert/frag

#

I have no idea if this works with LWRP but i'd hope something like it still does

chilly chasm
#

So perhaps I could also do it in SG? I am not a programmer. The only tricky thing is detect edges really. There rest is silly. just an overlay and screen.

I take the final render, do a detect edges, desaturate it, and apply on top (blend) in Dark mode. Then on top of that I apply an Overlay of the final image at 30% and another on top as Screen mode

This balances the lighting, and covers up various shading mistakes and artifacts such as specular butterflies on the edges.

sharp wharf
#

Hi all, I came back with another issue :p
On one of my project, I could not have the deferred fog option on my camera :

#

(the one on this picture), did you already get this issue ?

marsh frigate
#

Seems like it's there, further settings are in Window/Rendering/Lighting Settings

#

also you don't have a layer tagged for your post process volume

#

which you should be using if you have a volume, and the volume should also be on that layer

sharp wharf
#

for the layer it's ok I know that ^^. My issue is that the Deferred Fog is not displayed

marsh frigate
#

Oh right, you meant you don't have those settings - I'm pretty sure they moved fog to volume settings but all this totally depends on what version you're running

sharp wharf
#

but with the same version, but 2 project different, one I have this options, the other not

sharp wharf
#

ok the problem appears when you start a project without the HDRP package then you add this package manually ...

chilly chasm
#

weird AO issue. I get correct AO in the Scene viewport but when I hit play without a headset, AO goes all over the place in the play viewport. (VR project) any suggestions?

cobalt wing
#

hmmm

#

it's faked on the tech demo, right?

#

I don't think you can do that on current HDRP PP + it doesn't look like PP effect in motion

broken birch
#

SEE I KNEW IT WAS CHEATING!

wags finger in the air

#

it's probably just the bloom texture

#

maybe even vfx

cobalt wing
#

I'm curious how they did it tho

#

even when I'm not really going to go for JJ Abrams look myself ๐Ÿ˜„

marsh frigate
#

It could just be keijiro's

#

there's a version with the stack I think but I can never find it

#

I once remade it for the stack and then I think found the version with the stack :/

broken birch
#

he has highly manicured eyebrows, and when you get past a certain age it's a losing battle

foggy arch
#

I want his attache case

fervent kite
#

pretty please, stop calling that an "anamorphic bloom/flare", it's not ๐Ÿ˜„ That's not what anamorphism looks like at all (unless you have a pixel size of 9000:1 instead of 1:1).

#

it's called a "streak"

#

and doing that in postfx isn't the best way to do it (performance wise), using a scaled screen-space sprite is generally a lot faster ๐Ÿ˜ƒ

marsh frigate
#

Looking it now that's definitely what's been done as well, there's a lot more detail than a post effect would give

cobalt wing
#

@fervent kite didn't even PPv2 had anamorphic slider for bloom? ๐Ÿ˜„

#

and yeah it doesn't seem like PP

#

btw, I knew someone would get triggered for that anamorphic bloom term ๐Ÿ˜„

fervent kite
#

v2 had it, and hdrp/postfx has it as well, although it's linked to the physical camera anamorphic parameter

#

also used for DOF in hdrp/postfx

#

(although DOF still needs work)

broken birch
#

it's pretty good now but only if it's fed a high quality antialiased source image

tranquil cloud
#

Did the way that projection matrices are handled change in 2018.3? Old code in 2018.2 would just modify the Camera.projectionMatrix and it would be enough to adjust what was rendered. Did something change?

#

Ok so the new Post Process Layer overwrites my custom projection matrices... fun. ๐Ÿ˜ฆ

#

Yup, known issue with the new Post Processing stack. Hopefully there's workarounds.

unreal raptor
#

I looked up Camera.projectionMatrix because I was curious what it was used for, but the documentation page is not very descriptive

#

what are you using that for, I'm curious for a real-world example

tranquil cloud
#

We use it for a specific cutscene to shift from ortho projection into a perspective projection, but there's plenty of other use cases (tilt shifting, etc)

unreal raptor
#

ah ok, I know tilt-shift from photography

tranquil cloud
#

Yeah it's mostly used for non-game purposes since the standard projection matrices are usually enough for most use cases.

unreal raptor
#

I see, and yeah for the PP to overwrite that, I can see how that would be a problem

#

is that PPV2 or PPV3 you're seeing that issue on?

tranquil cloud
#

I believe PPV2 (is v3 out of preview?)

unreal raptor
#

yeah PPV3 is built into HDRP

tranquil cloud
#

Ah so not out of preview yet.

broken birch
#

it never will be until HDRP is, it's built in

#

2019.3

#

same is happening for LWRP too

#

V2 is legacy now

#

I guess it makes sense if you want to make the most of the individual pipeline :)

unreal raptor
#

doesn't matter as long as they give a way to make your own effects

#

otherwise may as well not use it and use your own PP stack

lucid flicker
#

hi, i have exponential fog in my scene and it works great on the editor but it is buggy in the android build of my game(some of the meshes don't get fog) what is the problem

ashen glen
#

@fervent kite @cobalt wing umm, excuse me, that's not anamorphism, this is
(damnit I just realized the date on those comments so this looks like terrible timing haha)

icy furnace
#

That face of that kid that is second to the right

icy furnace
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are several post processing layers going to make framerate drops?

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i mean

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post processing volumes

unreal raptor
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i don't think so, you're usually just going to be in one at a time

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and should you be in two at once, it's simply going to blend the settings between the two

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so either way it's just going to be the cost of whatever effects are enabled at any given time

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volume is just a trigger with settings

fresh canopy
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You're able to apply post processing to only specific layers right?

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I'm having issues where unless I click Is Global, no effects take place

cobalt wing
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layering setup is the most confusing part on the PP stack v2

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basically you want to setup the global volume and PP layer script on camera to use same layer, Unity's examples put these in postprocessing layer

fresh canopy
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wait just to go on a different topic for a moment

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I cant for the life of my get Depth of Field to work

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it just blurs everything or nothing

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no matter what I set

marsh frigate
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Should work ๐Ÿคท

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Also no you cannot apply to separate layers. The layer it uses is unrelated to how it applies

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If you uncheck is global then it becomes a volume

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And is blended to if the camera is in the volume

fresh canopy
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is there anyhting specific I need to do with Depth of Field?

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how would I just get the background blured?

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set the focus distance to the players distance from the camera?

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and then what?

late fossil
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Can you enable post processing volumes for scene camera? It would be usefull for fly cam in editor

marsh frigate
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@late fossil There's a button at the top of the scene view that looks like a mountain in a picture frame. That contains a post processing checkbox for the scene view that will enable when the button is depressed

late fossil
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That's not what I'm looking for

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Post Processing Stack has this concept of blending between volumes, but it works only with actuall game camera, and you need to move it inside a volume to see volume's effects

unreal raptor
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you could just put a flycam script on your camera and press play, and fly around in the game view.

marsh frigate
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Huh, I thought the volume blending did work for the scene view - could be wrong though

unreal raptor
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to be honest I don't know if it does or not, never have used multiple volumes yet

broken birch
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I thought the forums were cleaner before and had a go at unity's community then realised I'd just lived too long inside the MACHINE.. .

prime delta
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it is work in scene view

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dang 5 days late :p

cobalt wing
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(Filmic SMAA - Sharp Morphological and Temporal Antialiasing from Siggraph few years ago)

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wonder if that still ghosts, apparently it's only been used on some Call of Duty's

fervent kite
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all temporal methods ghost, it's inherent to their concept

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and yes, this one does as well (I was in the room when it was presented)

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it's an improvement over the previous SMAA T2x, except they didn't provide a fancy source header like they did for the original SMAA

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and it's a looooooot of work to implement

cobalt wing
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I can imagine ๐Ÿ˜„

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and yeah, temporal methods do tend to ghost, you can detect cases when it would typically do that and opt out the temporal part then?

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for example, in "regular" TAA, you can just not apply the filter if the movement vectors are too big etc?

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of course movement amount doesn't necessarily mean it'll automatically ghost as it depends on the material beneath it

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in my case, I can tell immediately the places in game world where the thing would ghost, like if I put a chase camera, I can even draw a mesh volume where it will always ghost, could just draw that to stencil and use something else for that part

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of course, that's super game specific then ๐Ÿ˜ƒ

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@fervent kite btw, do you know if MegaCity ever worked with TAA?

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the project we got has AA disabled

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and enabling TAA on that HDRP version doesn't do anything good for the demo

fervent kite
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They didn't have motion vectors, so no TAA

cobalt wing
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hybrid renderer doesn't support that?

fervent kite
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also, "detecting edge cases" isn't that easy and more often than not you need level builder support for it to be efficient

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cf Uncharted 4

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they ended up adding a tag on "bad objects for TAA" to exclude them from TAA

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if you played the game, they forgot to put it in quite a few places...

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and it ghosts horribly

cobalt wing
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yeah, this is what I meant by having some mesh volume

fervent kite
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it's not that it doesn't support movecs, it's just that they weren't implemented at the time ๐Ÿ˜ƒ

cobalt wing
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we are talking about MC now, yes?

fervent kite
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The "tag" thing is quite game specific though. We're adding it for "point" particles right now (with the VFX editor)

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yeah

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sorry, going over two discussions at the same time, things get messy ๐Ÿ˜ƒ

cobalt wing
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yeah, it's my fault really

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anyway, would be nice to get some ability to tag things for HDRP TAA too

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but I guess it's up to user to implement it

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we'd need some guide on how to use the stencil on HDRP tho

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you guys use it internally for some things, wouldn't want to write stuff that would break things there

fervent kite
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yeah we have no plan for that right now, maybe later down the road it would be nice to have but it's highly dependent on the pipeline and the level building workflow (tooling dependencies etc)

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it could be hacked in pretty easily for a specific project, but making it generic enough that it works for all projects with properly integrated tooling support is always a different story ๐Ÿ˜‰

cobalt wing
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in my case, it's just anything behind fast moving vehicle that has camera follow behind it ๐Ÿ˜ƒ

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that's the worst case scenario on my projects

fervent kite
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heavy contrast between the car and the road?

cobalt wing
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the ground materials are noisy, TAA doesn't cope with it

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even emissive lights trail in bright red behind it

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also same with chrome bumpers

fervent kite
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yeah that's the typical fail case for TAA

cobalt wing
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yes it is ๐Ÿ˜ƒ

fervent kite
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adding motion blur would hide a bit :p

cobalt wing
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this is why I'm happy SMAA is back

fervent kite
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just push MB up to 11

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fixed

cobalt wing
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many people want to disable MB in games like this ๐Ÿ˜ƒ

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but it has very MB like effect on it's own, just not that nice :p

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current HDRP TAA ghosts way more than the PPv2 one tho

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it's not got the dynamic slider option anymore

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in PPv2, you could dial it down on dynamic stuff so this didn't happen

fervent kite
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that's the reason why Playdead mixed TAA and MB, to hide the ghosting (because their TAA ghosts a lot by default)

cobalt wing
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I checked the TAA code on HDRP PP and that part of the algo doesn't even exist anymore

fervent kite
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the implementation is slightly different, and parameters are baked in for now (although you can still play with defines)

cobalt wing
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I saw some values on the top, didn't try to adjust them

fervent kite
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TAA is... TAA. I'd like to rewrite a big chunk of it at some point but priorities.

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these values are the ones you had the in UI in v2

cobalt wing
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ah

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well, I'll try what they do in practice next time I do AA tests ๐Ÿ˜ƒ

fervent kite
cobalt wing
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thanks for the info

fervent kite
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these two are the two sliders (static/motion) from v2

cobalt wing
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yeah, I saw those two specifically, just wasn't sure what effect they drove

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but yeah, TAA seems like bottomless rabbithole when people try to fix the side effects

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Epic has improved theirs for years and it still ghosts

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it's better than nvidias own TXAA atm tho

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you'd think we'd have all around robust AA solution by now but here we are ๐Ÿ˜ƒ

fervent kite
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supersampling 16x

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or a highly trained DLSS for on-rail games

cobalt wing
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but isn't DLSS temporal too?

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super sampling will never work as people just rather use the processing power for other things ๐Ÿ˜ƒ

fervent kite
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DLSS isn't temporal

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my supersampling reference was a troll ๐Ÿ˜ƒ

cobalt wing
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that's not what I took away from nvidia dev site description before: DLSS requires a training set of full resolution frames of the aliased images that use one sample per pixel to act as a baseline for training. Another full resolution set of frames with at least 64 samples per pixel acts as the reference that DLSS aims to achieve. At runtime, a full resolution frame with motion vectors is required in addition to the input image to be anti-aliased. The motion vectors are used to temporally transform the previously anti-aliased frame to align with the current frame, enabling the algorithm to use temporal information. Training also requires a variety of scenes from the game in order to generate the best results.

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that says The motion vectors are used to temporally transform the previously anti-aliased frame to align with the current frame, enabling the algorithm to use temporal information

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I can't find recent version of that description on the website anymore tho as it used to be on different part of the site before, that was from very first info that we got officially about DLSS when it got released.

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so what I take from that chapter is that DLSS itself processes the AA effect using the ML thing, but still pass the previous frame results around

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I'm not rendering engineer tho so maybe I misunderstood what that means

fervent kite
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Yeah there are conflicting info on what's going exactly behind the scene, I remember the talk at Siggraph about it last year, they didn't say anything about temporal re-projection and showcased a pure ML workflow

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I've never worked with DLSS yet so I don't know if there are multiple variants or not (might be the case)

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that said, when you have 64 samples per pixels and a supersampled source, ML alone should work fine to keep it temporally stable (or you're moving the camera too fast to see it fail anyway even without MB).

cobalt wing
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tbh, I've not been super impressed by the real comparison shots between DLSS and TAA