#archived-hdrp

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iron hollow
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and it has intersection tests all ready to go

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can use your IK stuff to move the arms

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(i assume you have IK ๐Ÿ˜› )

quasi mulch
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I do not presently have IK or need it really

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they don't really have arms

iron hollow
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o.O

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ok well then move the weapons, even easier

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or do you mean they have paws/tentacles ๐Ÿ˜›

quasi mulch
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sure but it wont solve it, I need to correct the rendering unfortunately for me

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its a minor tweak really

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just prevent other items from rendering closer to camera than own items

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problem with this all or nothing approach is that where the other item should be closer like you have no shield in the way, it should still draw so I should learn how to do stencil in HDRP....

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is it possible?

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I have no real experience in that sort of thing

iron hollow
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not sure, but really i think magic no-intersection things look so very phony

quasi mulch
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I dont need what you're imagining though

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i need a tidy-up pass

iron hollow
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so still physically interacted, just cleaning up any partial intersection

quasi mulch
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I dont need big changes just to fix the most irritating glitches, every game has them if you go looking, but they usually will have tried to disguise it at least

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for example batman games, the cloak weirdly doesn't intersect with bats if you notice (but it does, all the time)

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and it recieves the correct shadow / lighting

iron hollow
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i seem to remember seeing a GDC on that

quasi mulch
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it's just a fixer-upper I'm looking for, something like that

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I am doing most of what I should like moving it away near walls etc

iron hollow
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well they focused on the snow (which is also cool in that game)

quasi mulch
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i liked the snow thing

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they rendered a camera under it facing up

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to get the little batsy toes etc

quasi mulch
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ooh i meant first ever bats

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funnily enough I should ask unity's console staff since they did the ports for the first batman

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but that would entail logging into dev net and begging for something totally off topic. and likely my ip addy changed since so i have to beg sony's webmaster

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I'm an idiot I should make crappy games without polish, i bet it would still be fun

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(that one has the snow tho)

iron hollow
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oh ok

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if it was a very old game, i assume they just rendered the cape last

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so it was always overtop

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you could do that in unity by changing the render queue

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and still can in HDRP

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there's a render order parameter

glad tartan
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@mighty swift from what I heard shadows and AO are the cheapest things to render for raytracing. In some cases it's faster than cascades so maybe that would help you a bit but again that's in certain situations. Saw this from a talk Epic did at GDC on raytracing and they gave a lot of info on it. They got the videos uploaded as well so if you guys wanna see it, most likely something close to this we will get with raytracing in Unity.
https://youtu.be/EekCn4wed1E?t=660

As of Unreal Engine 4.22, Unrealโ€™s renderer will support the new DXR API for real-time ray tracing. During this Unreal Engine Learning Theater session at GDC...

โ–ถ Play video
iron hollow
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thanks, will check that out

glad tartan
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There's also another on their implementation of raytracing and how they optimized perf, limitations with raytracing so far, etc if you guys wanna take a little deeper look into it. Not many talks like this out yet

mighty swift
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@glad tartan Yeah... especially hard shadows. Just one ray per light if you don't want shadow AA.

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And I'm currently fill rate bound, even at the lower cascade resolution, so yeah if I can relieve pressure there I can spend more time on the GBuffer.

glad tartan
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You tried using contact shadows on smaller objects and larger ones use cascades?

mighty swift
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They're all large objects lol.

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There's some stuff I could do to reduce overdraw but yeah.

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Btw I should note that even though I'm fillrate bound, I'm still talking about >200 FPS.

glad tartan
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Maybe you can use an LOD or separate mesh for shadow casting then.

mighty swift
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Yeah that's my thought... although fill rate's almost entirely "how big is your object" rather than how many vertices.

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And my object is several frickin' buildings lol

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And trees.

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Although that does give me the option to drop big planes between the rooms and on the outside (minus the window frames, which will need to use the render mesh to shadow)

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But that still doesn't help the issue of rasterized fragments.

glad tartan
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wait so it's not using any form of occlusion culling?

mighty swift
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It's more just "I have this tool to do it perfectly over here, which uses 0 rasterization" :p

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Right now no. I'm planning on using ECS to create a "what can I see" mask and doing occlusion by hand. The building has some... interesting patterns to it.

quasi mulch
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what pipeline?

mighty swift
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HDRP

glad tartan
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yea, you'll just be limited by the amount of cards supporting raytracing.

quasi mulch
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use depth prepass.

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its for dodging fill rate issues

mighty swift
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Oh don't get me wrong -- I'd have a setting to use rasterized shadows with various quality levels lol.

quasi mulch
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I struggle with open world shadows (I have 4096 view distance and need mountains to cast shadow, would love a performant approach to it)

mighty swift
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But to get real crisp shadows that match the art style, I'd need like an 8k texture. 4k's already 2.5ms.

quasi mulch
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I'm using 2048 tex for it and it's going well

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crisp

mighty swift
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Thanks for the tip @quasi mulch . I'll see if depth prepass helps.

quasi mulch
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prepass is designed to render everything with a super cheap depth shader then test against it in the regular shader, it helps prevent overdraw as I understand it, only pays off if you have expensive shaders and are not vertex bound etc

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it was essential for book of the dead

mighty swift
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Oh... the fill rate issue is mostly shadow.

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Which is already a cheap shader AFAIK

quasi mulch
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this will still help i think

mighty swift
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Yeah I'll experiment with it.

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GBuffer is a fraction of a millisecond, though.

quasi mulch
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re shadows I do recommend you set the cascades up surprisingly fat but fix the close shadows with contact

mighty swift
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Yup

quasi mulch
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dir light set to 2048 here and its pretty good

mighty swift
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The nice thing is that the high-resolution shadows are limited by the size of a building floor, so I can set my second cascade to almost that level and know that the player can't really get further than that, because they'd run into the other wall.

iron hollow
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how do you implement depth pre-pass, is it a setting? or something you need to do in a custom shader?

mighty swift
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Or the fence around the building if they're outside.

glad tartan
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it's a setting on the HDRP asset

quasi mulch
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@iron hollow it's on by default in forward, or if you use decals in deferred, otherwise you can force it with the setting.

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for shadow quality outside you don't really want deferred if having time of day because forward will factor in vertex normals when calculating bias while deferred only has the buffer normals

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all this does though is patch up the worst of the damage

glad tartan
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For some reason I get lower performance from forward than deferred. I'm just running a scene with a single directional light

quasi mulch
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forward is slower than deferred but not by much and it should be mostly the same if your lights don't overlap much

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i suspect you just got the hit from prepass

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which will save you later on when more stuff is added so it will balance out

mighty swift
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Yeah just a single directional light probably won't help much... you're not cutting out too many lighting calculations unless you have a lot of overdraw.

glad tartan
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it's about 20 fps slower

quasi mulch
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make sure you begin to measure around 60fps or so, I mean if you're measuring 200fps in a largely empty scene and it drops to 90 you'd be forgiven for thinking its terrible

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but

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it's not.

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it just means you're not really thinking of rendering as bandwidth

mighty swift
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I want to measure in the 200s for a specific reason though lol

quasi mulch
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lol

mighty swift
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I'd need to go in DMs to elaborate though

quasi mulch
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well there's a real fps cliff that hits you with even a small amount of pressure but it levels out well

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should worry when its a full scene really

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and the number of textures you use will for sure impact it, so a full scene with not placeholders :P

mighty swift
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Basically it's a fairly simple game environment, but I want to use high-end rendering features on it.

quasi mulch
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nice yeah

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good use for HDRP imo

mighty swift
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Yup

quasi mulch
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actually I think really everything needs to use HDRP, except mobile, switch, vr (for now)

mighty swift
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Gave you a bit of supplementary explanation in a DM btw.

quasi mulch
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I see I had no idea you were outsourcing @ nasa

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:O

iron hollow
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that unreal video is interesting

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the idea of being able to only turn on raytracing for certain lights is nice

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also they said a phrase that would make hippocoder swoon lol

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and also by the way, if you have raytraced shadows on an outdoor environment, there is no maximum shadow range, you will never see the sahdows fade out in the distance, like we've all grown used to in the last decade. you're going to have an infinite shadow range at all times, and it might actually run better.

glad tartan
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Yea, that was a nice surprise as well when I watched. I thought raytraced shadows would have a cutoff point because they would be expensive

quasi mulch
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swoons

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:D

glad tartan
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Also correct me if I'm wrong but it seems raytraced shadows have a set performance like post processing does. I saw a video a few days ago and in the scene looking at details close up or from a far with long view distance performance seemed to stayed the same. Gonna try and find the video again

quasi mulch
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is that UE?

glad tartan
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yea

quasi mulch
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stares blankly

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oh well

glad tartan
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it's just general knowledge about raytracing though so same should apply to any engine

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ok here's the video I was talking about. So here he has GI, AO, and shadows on. and as you can see the frame rate stayed relatively the same looking at the smaller objects and when you see the whole scene

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it goes all the way out so you can see the mountains casting shadows and all

quasi mulch
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:(

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x 1000

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sulks and leaves unity for at least 10 secs

glad tartan
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haha, just keep in mind this is coming soon and youll be fine

quasi mulch
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of all the threats in the universe, a threat like "oh no hippo is leaving causing internet drama for ue4" is the most unlikely possible

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I'm stuck with unity and they're stuck with me and I might as well try to improve Unity if I can :P

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the scenario tthere is something I have solved though shadow wise, mostly, at that quality

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my problem is now of course... GI

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I'm not even trying to update the gi either

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in fact I'm trying not to

turbid matrix
quasi mulch
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love that PR

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been asking for that sort of thing for a long time

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I have no detailed transparencies and most of my transparencies are far from the highest mip anyway...

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i'd expect no visual change but a lot better perf where vfx has overdraw

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mr trans is awesome <3

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I wonder if we can have it on geo though rather than just you know, billboards etc

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Love all perf increase options. I tend to use them all aggressively but then tweak like crazy and change my end to try and reach previous quality...

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I guess its a mindset you get into if you've done mobile or console stuff

glad tartan
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getting all the perf and quality you can should always be the mindset. I agree with that

quasi mulch
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yeah I wonder why Unity has no proper realtime GI? I see all the big games having it now and talking about 1ms frame times on consoles, and that's very, very exciting.

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So just wondering why not good old unity?

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the realtime aspect is just amazing - imagine destruction, and best of all never having to deal with a lightprobe ever again

glad tartan
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Yea, I'm actually looking forward to that GDC talk but so far not many GI solutions work for every/Most games with really good perf as Unity would want it to. Same probably goes for UE4 (although 4.22 will has Realtime Screen Space GI). Only game I know that uses a custom realtime GI on console is The Division and The Division 2 they know that their GI will always work for a Division game or something like it.

frigid nova
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i summon @turbid matrix to tell us if its possible to run raytracing on unity with 1080 3gb

turbid matrix
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it's not

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there you go

frigid nova
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so what do i do?do i sell my graphics card?

turbid matrix
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of course you can do raytracing on it

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but not DXR

frigid nova
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well unity need dxr to run the 4th of the month pack they gonna release

turbid matrix
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but... I'd say, wait till nvidia rolls out the drivers with support for the other cards

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we still don't know if it's fully blocked on lower end pascals or if they just don't advertise it to work for them

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I'd still guess it wont run at all

frigid nova
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if its running im good with it even if its a bit slow

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cause the unreal video above looks really nice dude like really nicd

glad tartan
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Some of the 10 and 16 series cards will have raytracing support with a driver update in April. Will probably only run Shadows, AO, and maybe reflections. Most likely release around the same time Unity will be making raytracing available on GitHub. UE4.22 is also releasing around that time with raytracing support so I'm guessing that's when the driver would be released

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it says Basic RT effects so that's why I'm guessing Shadows, AO, and maybe Reflections because those three are the fastest to run. with reflections being the most demanding even if only for the most reflective surfaces

mighty swift
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Ohkay... TIL that cascaded shadow mask resolution is per cascade... so 4k 4 cascades generates an 8kx8k texture

quasi mulch
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they're in panic mode cos amd strolls a long with fast mem and goes "oh... we didn't need turing whatever"

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wtf is wrong with nvidia these days, I mean I only buy their cards but...

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jeez

mighty swift
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I'd say AMD is having more problems... can't keep their compute cores loaded in conventional 3d

quasi mulch
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they can but they want you to buy their old crud fully before being forced to reduce margins

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they're really that bad all of them

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one day we'll be viewing a quantum future, son

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or have

turbid matrix
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well

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lets think about the RTX deal a bit

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would people have bought RTX series as much if they knew it would run on their existing 10x0

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RTX cards came with premium price too

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it does make sense that the driver support for older GPUs arrives only later

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but they need the older GPU support for devs to care at all about DXR

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I wrote this on the other channel here but current steam hw survey says ~1% of the pc gamers got RTX gpu, but 11-26% got DXR capable nvidia after the driver update rolls out

glad tartan
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yea, plus performance will be pretty bad or really low quality for most of it. In return raytracing might get more optimized if devs try and make it run will on the older cards

turbid matrix
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11-26% because steams hw survey doesn't differentiate 3GB and 6GB 1060's

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and those got 15% share

iron hollow
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well I see it from another angle. The backlash against 20xx has been huge, people wanted more FPS and didn't get it. so sales of 20xx have stalled I imagine as people keep their 10xx. So natural solution to get RTX pushed out to more people? move it to 10XX

turbid matrix
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I haven't seen people pissed of the perf

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unless you mean raytracing perf specifically

iron hollow
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on reddit that is all you see

turbid matrix
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well, on reddit everyone complains

iron hollow
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was incredibly infuriating

turbid matrix
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actual benchmarks tell they perform nicely

glad tartan
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you see the same on any video benchmarking anything with raytracing support

iron hollow
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but not faster, and that's what people wanted

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people felt cheated

turbid matrix
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but they are faster than previous gen

iron hollow
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(and yeah i know it's stupid because Raytracing, duh)

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i tried to argue and argue people needed to wait for software that supported the new features and got shouted down every time

turbid matrix
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also by somewhat the same margin faster than usually when nvidia brings new gen I think?

glad tartan
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benchmarks are mostly over 60fps but I think the people complaining thought they would have the same perf as without raytracing with RT effects running

iron hollow
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that's not what people were reporting

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i don't know if i can dig up some of the old threads

turbid matrix
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I only care about the numbers in this case

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I don't believe internet trolls ๐Ÿ˜„

iron hollow
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not on reddit but the general gist:

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2080Ti is about 20% better than 1080Ti but at twice the price (or more)

turbid matrix
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ah, but that's now about the price bump

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not about cards being slow

iron hollow
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yeah well dollar per fps yes lol

turbid matrix
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price bump is because of the RTX hype

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well, that's totally another thing

iron hollow
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yes but that's all people look at

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RTX may as well not exist to them

mighty swift
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Well no... price bump is because the 2080 Ti is more expensive than the 1080 Ti to make

turbid matrix
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people just can't dial their expectations right

iron hollow
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then they see battlefield's half-ass implementation and figure it's worthless

mighty swift
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1080 Ti was ~475 sqmm. 2080 Ti was just under 800.

turbid matrix
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probably that too

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which is why 1600 series exists

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but there has to be some R&D costs included too

iron hollow
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oh of course

turbid matrix
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it's all about business

mighty swift
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That means you get ~half the chips from a wafer if you can cut them proportional to the loss of surface area. Also, because the number of errors are constant, each chip overlaps with twice as many manufacturing defects... making them waste more bad chips and down-clock the rest.

turbid matrix
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well, next gen will be better for that

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but I doubt they lower the prices

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that has like never happened

mighty swift
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Yeah. Smaller transistors, if all else is equal, will allow you to print the same complexity on smaller dies.

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This means fewer errors per chip, so you can get more and bin better.

turbid matrix
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I still remember decade ago you got top of the line nvidia single chip gpu for like 400โ‚ฌ

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those times are long gone ๐Ÿ˜„

iron hollow
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I blame scientists :p

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using GPUs for science, how dare they? ๐Ÿ˜›

turbid matrix
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I blame cryptocurrency

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wish it was never invented

iron hollow
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eh it was a blip

turbid matrix
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it inflated GPU pricing

iron hollow
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that's long over now

turbid matrix
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yeah, but prices will not drop still

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"oh, people really are willing to pay this much for these... well..."

iron hollow
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intel needs to make a competitor that actually works for $199

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and force the market back down

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that was the nice thing back in the VGA days

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was so many 3rd party brands that kept pricing honest

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right now it's a Duopoloy

turbid matrix
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matrox was still king if you wanted good DA converters

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not matrox

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what was it

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matrox is the hdd thing ๐Ÿ˜„

mighty swift
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Nope. Matrox

iron hollow
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actually I think Matrox is right

mighty swift
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You're thinking Maxtor about the HDD

iron hollow
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you're thinking Maxtor for HDs

turbid matrix
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lol

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yeah

mighty swift
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Just a few seconds ahead of CeeBee each time lol

iron hollow
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was also some small companies like #9

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i had #9 card, was pretty cool

mighty swift
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Matrox is still around, though. They sell cards based on AMD GPUs though

turbid matrix
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it's some workstation thing now?

iron hollow
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In 2013 Francis Bruno from Silicon Spectrum tried to fund an open-source GPU based on a #9 Ticket To Ride IV derived design. Started on the crowdfunding platform kickstarter.com, the campaign was unsuccessful as only $13,000 of the requested $200,000 was gathered.

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lol that would have been trippy if that had succeeded

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i think i had a GXE 64

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it went bad but was still under warranty, i sent it in and they sent it back repaired, complete with jumper wirest taped to the surface lol

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true hand crafted repair

turbid matrix
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I know reviewers are not in this week, but I thought of opening the PR anyway for book keeping

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expect to see PR's to stack again ๐Ÿ˜ƒ

iron hollow
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yeah i saw that

turbid matrix
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wonder if that's the mandatory vacation after GDC crunch

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alho, there's not much left from this week :p

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I forgot they did max lod level there too

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that'll be handy for scaling to lower hw somewhat automatically

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ue4 got the lodbias thing too, but I don't think they let you limit the lod levels from global setting

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unless that's changed lately

iron hollow
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lod bias is very common

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but i'm not sure what max lod is

quasi mulch
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pretty sure nvidia set the expectations to begin

iron hollow
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lets you disable lod levels for debugging?

quasi mulch
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with all these rtx ons and offs and how it would be slower to raytrace without their hw

turbid matrix
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it lets you force to skip the highest quality lods for lower end platforms I'd assume

quasi mulch
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can't expect gamers to be devs

iron hollow
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oh hmm

quasi mulch
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even on unity forums i said to people way way way before these came out "it will be slower" and nope nobody listened

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everyone was like lalalalalalal

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i could see their eyes rolling back as they went lalalalala

iron hollow
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but every single thing I've watched about RTX says it's faster

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where are you getting it's slower?

quasi mulch
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hahahaha

iron hollow
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and why would they bother making it if it was slower

quasi mulch
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it is slower but its about quality

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if you do the same technique on general gpu it's going to be slower....

turbid matrix
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he's talking about DXR/RTX now

iron hollow
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you realize your 2MS GI thing you covet is based on RTX right?

turbid matrix
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not about the gpu's perf otherwise

quasi mulch
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funny how its running 1.6 ms on xbox without rtx then.

iron hollow
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then why isn't it in unity right now?

quasi mulch
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EXACTLY

iron hollow
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but anyway it was your video where he said it was RTX based

quasi mulch
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let us rise with pitchforks

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fire will teach them

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unity fears the gi flame

iron hollow
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though i only had the slides to go by, his accent is way too thick ๐Ÿ˜›

turbid matrix
iron hollow
quasi mulch
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its just he's bragging in his vid tha it works on both newer xboxes, latest being 0.6ms at 4k res, but that's not on rtx hardware unless i'm a total idiot

iron hollow
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this is the 2ms guy

quasi mulch
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maybe I'm just unaware there's nvidia rtx consoles

iron hollow
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well it's PC Gamer so i think it's about PCs ;p

quasi mulch
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I mean the intro to his gdc 2019 talk

mighty swift
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The Switch is an NVIDIA console lol

quasi mulch
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lol YEAH

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I demand gi on switch!

iron hollow
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64 sq KM

quasi mulch
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right now, unity!

iron hollow
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that's large area

quasi mulch
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yep its insane

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0.6ms

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on latest xbox

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4k res

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removes need for probes etc too

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i give up, putin can have me

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I'm defecting

turbid matrix
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hmmm

quasi mulch
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you don't even need AO

turbid matrix
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this max lod level mode isnt going to really work unless all your LOD'd assets have same amount of lods

quasi mulch
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you save 1ms from AO...

iron hollow
turbid matrix
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otherwise it'll just cull the mesh when other is showing still something

iron hollow
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game is "Enlisted"

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site doesn't say anything about XBox

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it's PC only, and maybe one day Mac

quasi mulch
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well his fancy vid does claim these numbers

iron hollow
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yes on a PC

quasi mulch
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says xbox clearly

iron hollow
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where do you see xbox lol

glad tartan
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He said consoles

iron hollow
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i can't understand him, volume of the video is too low, and his accent is too thick

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but at least the game in video i linked, isn't made for consoles

glad tartan
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thats the xbox part

quasi mulch
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yea

glad tartan
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so it cant be using RTX if it's on consoles

quasi mulch
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1.7ms I could've sworn it was 1.6... LYING HIPPO

iron hollow
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is that from my video?

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or the other

quasi mulch
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no there's 2 vids...

glad tartan
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the video you posted before was from last year when everyone was showing what they are doing with RTX

iron hollow
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yeah well my video isn't about Xbox

glad tartan
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that video he used Vulkan and RTX

quasi mulch
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in any case I want his special secret slavic sauce splashed all over my stupid face ASAP

iron hollow
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lol

quasi mulch
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now the question lads.... ready?

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why isn't it in unity

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?

glad tartan
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GDC talks are said to be up next week so we should see his talk then

iron hollow
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It's important to point out that this is running with no precomputed lighting, which is part of why the non-ray-traced version looks so flat and bad.

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lol

quasi mulch
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yeah thats what nvidia love

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they pay devs to do this

iron hollow
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hardly a fair comparison then

quasi mulch
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so the non rtx looks shit

glad tartan
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for that shot it looked like ambient lighting was turned up a lot

quasi mulch
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but if you have a top quality AAA game developed without RTX, and you enable RTX, the differences have to be looked for carefully since it will be hard to tell them apart in a fair fight.

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it'll be more about fixing qualiy

mighty swift
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Unless you're doing dynamic time of day with a cartoon art style lol

quasi mulch
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:P

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so now ... unity... where is our GI gift?

iron hollow
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i hope one day i get to see hippo's game

quasi mulch
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one day when i finish it and stop begging for gi

glad tartan
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Yea, for Metro Exodus the difference in some scenes/conditions aren't noticeable

iron hollow
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because from the little pieces he drops i picture guys with no arms fighting with swords and shields in a huge jungle.

quasi mulch
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metro is the worst example for it I think

glad tartan
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why's that?

quasi mulch
#

because they've been bought lock stock by nvidia

#

in return for huge promo they show way shittier before shots

iron hollow
#

Shadow of the Tomb Raider just added RTX support

quasi mulch
#

yeah and it looks lovely with or without

iron hollow
#

but i can't try it

#

i should see if anyone has done a comparison video

quasi mulch
#

its honest

glad tartan
#

yea but they didnt make a bad looking game to make RTX look better

quasi mulch
#

the thing with metro is what pissed me off is that the devs delibertely didn't enable things like AO in the non rtx shots

#

it was pretty cruel and making it uglier than it needed to be

#

thats life and business tho

#

i'd do it for cash

glad tartan
#

ah well I'm talking about retail versions and non devs covering the differences

#

not the Nvidia showcases

iron hollow
#

there's this one but it's not side by side so hard to compare.

#

more about comparing stats

glad tartan
iron hollow
#

oh there is some side by side at the end

glad tartan
#

or this

iron hollow
#

does bite a nice chunk out of FPS

#

140 without and 70 with

quasi mulch
#

and really you can spend that same fps on enhancing the classic renderer to the point it gets to look the.... same ish. ... but for anyone

#

its like someone shouting HDRP is god as if the builtin renderer can't look just as nice with some effort

#

looks guilty

#

see

#

occlusion probes could fix that fine.

iron hollow
#

even on the long landscape shots i can't see any diff

quasi mulch
#

no special hw

glad tartan
#

Yea, if they had a realtime GI solution it would match RTX

quasi mulch
#

yeah that is why hip is crying

glad tartan
#

haha

quasi mulch
#

now join my special club that will hassle unity for gi

#

ceebee joined last night by accident

#

now you

iron hollow
#

lol

glad tartan
#

but for things like, reflections, translucency, and shadows
it's hard to match those

quasi mulch
#

i'll make do with ssr tbh

glad tartan
#

I'm already in. I want GI as well

quasi mulch
#

its nearly ok enough for most cases

#

and really not everything is a mirror :P

#

is not ALWAYS raining

#

its not sim blade runner

turbid matrix
#

tbh, I only want those raytraced reflections myself

#

rest is bonus

quasi mulch
#

but i find tomb raider is much more honest about it all, for me metro is a bit biased as if they actually just "ok lets multiply rtx on top of what we have and not combine it properly and call it how the game should look..."

#

its lazy while tomb raider made a first class effort

glad tartan
#

yea, actually raytracing is faster on really reflective surfaces than rougher ones as well as reflective surfaces with normals. The dev talked about this in the video about raytracing in UE4

quasi mulch
#

we need GI in unity and Unity has seen my trolling for it by now. Yes you have.

#

points vaguely at unity staff

glad tartan
#

it's why the Cryengine demo only had reflections in water, glass, mirrors and anything above 0.8 smoothness it looked like

turbid matrix
#

unity does this for HDRP SSR as well

iron hollow
#

this is Nvidia's spin on Tomb raider:

turbid matrix
#

it only uses SSR for highly reflective surfaces

glad tartan
#

yea but you can change it for SSR

iron hollow
#

'oh look, nothing has shadows, turn on RTX. everything has shadows!'

quasi mulch
#

there's other benefits to a purely realtime GI approach: save on redundant post processing you don;t need, probe processing etc... all of the extra processing done right now amounts to a millisec anyway so going pure realtime gi might actually end up faster overall since you're measuring not GI vs nothing.... but GI vs <current crappy GI>

#

yeah funny that innit ceebee? its clearly obvious if they wanted such a dark look, a dev of that calibre is very capable of making a dark look. but no, the rtx version has to look different! unlike tomb raider which simply does it properly

#

you're a dev you know how this works :P

upbeat cobalt
#

Does anyone here have any experience with the LWRP? I just have a quick question, I started using the pipeline, and I'm making a first person shooter. For some reason after using LWRP, it doesn't allow me to use culling mask in order to keep my weapon from clipping into object. If I change the depth on the "WeaponCamera" to higher than the "MainCamera", the WeaponCamera just overrides everything, but if it's the same or lower than the depth on the MainCamera, the weapon doesn't show up at all. For now, I'm just tolerating the clipping, lol.

true zealot
#

There's no support for it currently

#

You'd have to do it manually

upbeat cobalt
#

I ended up just having to widen my characters collider radius for now, no biggy @true zealot , thanks!

turbid matrix
#

yeah, we discussed about that layering setup just a while ago but I guess it got hidden behind the RTX talk ๐Ÿ˜ƒ

indigo summit
#

is HDRP camera stacking put on hold?

#

ie waiting for the frame graph?

turbid matrix
#

has anyone ever promised it would return?

#

I mean, it's been all vague

#

I think people who said it will get back has been working on LWRP so it doesn't necessarily mean it'll return for HDRP

indigo summit
#

well LWRP have it isn't? just waiting for the PR

#

or in HDRP we need to use the promised custom render pass?

#

speaking of, 6.6.0 is not in staging yet isn't?

glad tartan
#

6.6.0 isn't released for staging yet

indigo summit
quasi mulch
#

cries

#

that does look mint doesnt it?

#

is it RTX only?

indigo summit
#

well he said he play it with GTX1070

haughty bay
#

holy fuck that is pretty

indigo summit
#

oh wait, it's not an official dev build

#

my bad

#

it's a custom dev build from Sonic Ether

quasi mulch
#

GI realtime <1ms on a recent console is proven already at GDC, so really I think unity resists adding it due to the fact it will be quite diffuse and people will ask for fine grain detail and uniy cannot give them that. but i think unity should also accept their AO is very much without fine grain detail and just add it for us.

indigo summit
#

a realtime pathtracing GI. . . . ๐Ÿค”

quasi mulch
#

you've seen the russian bloke show off his 0.6ms open world GI with 4k res on xbox brag, it surely must mean you are in fact, the 4th member of our "we want realtime gi" club

indigo summit
#

yep

#

well who doesn't

quasi mulch
#

it's just before we could scoff and go "hah unreasonable expectations" only that there's not only proof now but non patented technique

#

so its viable now

#

even necessary in a world of streaming dynamic dots content...

indigo summit
#

yeah, i prefer to not let CPU spending time with enlighten :/

quasi mulch
#

enlighten cpu will work fine but you must omit terrain, you must omit pretty much anything big, and you have to actually control what it refreshes all the time while also making sure you do lightprobes properly, which are broken as fuck anyways

#

the existing system is just only usable for small titles

indigo summit
#

or static daytime

quasi mulch
#

yeah its perfectly fine for that

#

i stupidly went for time of day

#

lol

indigo summit
#

๐Ÿ˜„

quasi mulch
#

and having to faff around with splitting meshes, and doing all sorts just to make enlighten happy (and it's never happy)

indigo summit
#

it make me wonder how frostbite deal with time of day with enlighten

quasi mulch
#

AFAIK they don't for recent ones do they?

#

thought they ditched it after bf4

indigo summit
#

really?

quasi mulch
#

in any case they have the resources for everything

#

i'm aware that I ask for unrealistic things, but part of using unity is asking for that

#

unity's only job, their only job, is to make their engine the best

#

they don't make games

indigo summit
#

oh let's not start with that topic

quasi mulch
#

yeah although to be fair they do work closely with a lot of developers and their staff have made plenty in the past

mighty swift
#

Realtime GI would be cool on the CPU if you could make it run on extra cores in a constantly rolling update way, pre-empting for other jobs.

#

Kinda the same way that object-space lighting works.

#

In that case, rather than forward or deferred, lighting is done onto textures on the 3d models. Rasterization just collects the output shaded texel and selects it as the rendered pixel.

#

The idea is that silhouette is more important than lighting information... so you just need to stop the lighting calculation and preempt it with this frame's rasterization. The lighting information might lag a few frames but it's probably just about the same as it should be anyway.

#

In this case, I'm talking about something CPU based and only for indirect lighting, but y'know.

quasi mulch
#

yeah that's not a dumb idea with ecs mesh api

#

dots

#

per vertex is not a terrible resolution for gi actually

#

all theoretical but people have done general radiosity work with verts

brave tusk
turbid matrix
#

@indigo summit 6.6.0 isn't released yet anywhere

#

but it would also almost immediately show up on staging

quasi mulch
#

I imagine it's all on pause until april 4

#

they are focusing on the raytrace stuff

#

i see lots of bugfixes

#

seems old, wonder what happened to it

drifting vault
#

just how i did its dint work or just black

#

and one more problem...
Progressive GPU cant see my GTX 1050 on laptop, only Intel HD graphic....

quasi mulch
#

Go to preferences

#

there is also a gpu preference for multi gpu systems

drifting vault
sick spoke
blazing flicker
#

@turbid matrix I'd be very surprised if having the memory profiler package installed would cause any crashes. Yes it is preview and yes, especially before 2018.3.0f2 the native capture code in unity (&mono) did have some stability issues. But most of them got resolved by now (note, you can still OOM during a capture as managed memory isn't streamed) But besides that the only thing the memory profiler package does unless the window is open is to inject MetaData capture code in InitializeOnLoad

#

That said, if Unity does crash, please try to report it using the bug reporter tool.

turbid matrix
#

@blazing flicker ah, you mean the very old messages I sent? You work on the memory profiler?

#

I dunno, back then stability increased a lot once I stopped having that package around but of course it could have been a weird coincidence. Also my experiences were from the very first versions so if those issues have been fixed then it's probably way better already ๐Ÿ˜ƒ

true zealot
#

There are a few Unity staff who should really find the email that gets them the Unity Staff tag ๐Ÿ˜›

turbid matrix
#

@true zealot it's always possibly they just joined and applied for it, it's not instant

#

@blazing flicker my plan was really to put the memory profiler in test once I need to start optimizing my current systems ๐Ÿ˜ƒ

blazing flicker
#

I actually applied to it way at the beginning and never really got to step inside this server/ startup Dsicord since then. not sure what happend to my batch

#

but yeah, I do work on the UI for the Profiling tools

#

and @turbid matrix yes, those old messages, since I just fully joined the server, I just searched for "memory Profiler" to see if there was any feedback/questions I've missed out on ๐Ÿ˜„

#

And I think in preview.1 the EditorWindow for the mem profiler still had a memory leak...

turbid matrix
#

ah

blazing flicker
#

that one never went "visible" but some might have used it through editing the manifest file

turbid matrix
#

I probably used first ones in staging already ๐Ÿ˜„

#

I mean, they are not promised to be stable

#

yeah, I'll give it another go, been meaning to but it's not been a priority atm for me

blazing flicker
#

yeah, but the *Profiler packages are weird with the preview tag. It mostly means that key functionality is still getting ironed out, not that one should avoid that if one wants stability to be able to ship on. They are only editor functionality and don't affect final builds

#

they shouldn't crash though ๐Ÿ˜„ so please file bugs if they do

true zealot
#

pft if you're not living on preview you're not living

blazing flicker
#

but ideally do not share snapshots on the forum. they contain your entire mono memory as a dump and you might not want to share that much publicly ๐Ÿ˜‰

turbid matrix
#

is there some target for this to get out of preview atm?

blazing flicker
#

We're currently still processing feedback from profiler and optimization roundtables we did during GDC as well as a survey we did. With that we'll hopefully have a better idea of what the base feature set is that our users expect from this. We'll prioritize and make a plan based on that.

quasi mulch
#

I'd like to develop my own tools for certain things and to do this, I need to generate a height map of the current scene top down in high resolution depth, in ortho. Is this possible with HDRP, and if so, how ?

quasi mulch
#

5.11 = 6.6.0 but without multiple contact shadows, right? AFAIK that wasn't backported due to some difficulties (I am not bothered, since I'm experimenting with not using contact shadows)

turbid matrix
#

there are some small differences, I'm not sure if 5.x got all VR improvements

quasi mulch
#

how long til PM release I wonder? a week or so I would guess

turbid matrix
#

well they are on staging already

#

I wouldn't hold breath for 6.6 popping up on regular registry before 2019.2 goes to beta

#

they haven't put a single 6.x.x SRP there yet

quasi mulch
#

re: depth

#

seems just making a tex with DEPTH_AUTO and plugging it into a camera will just work

#

what the hell is this futuristic time saving thing?

#

I had had fully expected to reinvent the wheel several times.

#

how dare unity save me time and make me happy? I might even be forced to smile slightly when nobody is looking

#

(no idea if this is the best way to generate depth or even what format it really is... r16?)

indigo summit
#

@quasi mulch generating realtime top down depthmap or baked?

quasi mulch
#

baking it for later sexy time

indigo summit
#

in the boat attack demo there's a script for that i think

quasi mulch
#

but realtime is needed in the sense it should be interactive for editing

#

(for authoring etc, if it's a bit slow it's ok)

indigo summit
#

that's how he baked the worldspace depth map for the ocean

quasi mulch
#

Ah nice yeah that's what I'm up to. I'm using it for shadow experiments

#

I figure so long as I have height, I can do a pretty good shadow from that

#

I just need moving open world shadows, for silly distances and height seems a good fit to generate something like that

#

and the world is static in that respect so real shadows are overkill aren't they

#

and I only need an approx for distance

indigo summit
#

wait how do you post snippet in discord ๐Ÿ˜„

quasi mulch
#

Always wondered that :/

indigo summit
#

find this "public void CaptureDepthMap()"

quasi mulch
#

Very nice :)

#

I can see 3 uses for this now

indigo summit
#

which is?

quasi mulch
#

shadows, water outlines, vegetation rendering

indigo summit
#

and rain effect occlusion

quasi mulch
#

and rain effect occlusion

#

4!

#

so much can be done when the problem is just 2D

#

when you only worry about height., it's much quicker

iron hollow
#

I don't see how unity drawing the shadows or you drawing the shadows will make any difference. it's going to be the same amount of work either way (and i'd wager unity knows how to do it better)

quasi mulch
#

no it's way faster like this

#

i'm just blending a texture

iron hollow
#

that doesn't make shadows

#

you have to calculate what areas are occluding the light and all that jazz

#

it's not just 'get depth buffer and blend it in'

quasi mulch
#

not really need to worry about that so much, it will blend nicely

#

the terrain can shade itself

#

cookies are also an option

#

it's only for far off approximations so it should suffice. close up i get regular shadows, which will be more accurate and have really high res and higher perf

iron hollow
#

also even if you could use that for shadows, it's not really going to solve your 'shadows in several km range' issue

#

because the depth map will be the same resolution as your screen

quasi mulch
#

nope

#

it's currently 2048x2048.

#

and rendered to a twx

iron hollow
#

so the farter out you get from the camera the features become smaller and smaller

quasi mulch
#

tex

iron hollow
#

until they are just tiny pixels

quasi mulch
#

nope its rendered top-down

indigo summit
#

bake every nth time?

quasi mulch
#

no need for realtime

#

I'll just distort it from height

iron hollow
#

direction doesn't matter

#

something in the distance is still just a few pixels

quasi mulch
#

with respect I think you're not really thinking of the same trick I am

indigo summit
#

explain. . .

iron hollow
#

depth map is just a 2D image that shows depth as shades of grey

#

what am I missing?

quasi mulch
#

we get a heightmap from birds eye view, top-down then from there are able to use the sun direction to stretch the texture along an axis either by sampling again or just skewing the projection in 2D

iron hollow
#

well you didn't mention that part ;p

quasi mulch
#

it's just a hack, not real

indigo summit
#

ooooh. . . like what they do in the old Chase demo?

iron hollow
#

you said you were doing it with the depth map (implied only)

quasi mulch
#

did they do that in chase demo?

#

yeah using depth to render top down is best precision for a heightmap I think

iron hollow
#

I've always wished they gave out the chase source

indigo summit
#

there's a weird trick to draw shadow in the chase demo, they project a shadow texture from light direction

quasi mulch
#

yeah thats my cunning plan sorta

iron hollow
#

could be stencil shadows

indigo summit
#

to the road below the vehicle, and the road was transparent

iron hollow
#

or his trick yes

#

but I've been told stencil shadows are expensive

#

by a certain expert ๐Ÿ˜›

quasi mulch
#

everything's expensive

iron hollow
#

more so than cascaded

#

but it is higher detail

quasi mulch
#

I have good results for cascaded shadows in open world for 4-5km but the performance is largely wasted for a lot of those cascades so I feel an approximation is the answer for anything around 400 units onward

iron hollow
indigo summit
iron hollow
#

this was the example I showed him, I was curious about the technique

quasi mulch
#

ah I remember bladeslinger

iron hollow
#

it acutally sounds a bit like what you described

#

it extrudes a mesh out along the shadow direction

#

slaps a texture on it

quasi mulch
#

huh I even have it stared for some reason, I must have passed over this in my madness a while ago

#

*starred

iron hollow
#

works good, but I have no idea how it would fare in a huge scene

quasi mulch
#

epic solved this built into the engine - they have high perf distant shadows all integrated, but unity does not

iron hollow
#

this is what Tato said about it:

#
Primitive shadows is different, primitive shadows uses analytical functions to compute objects shapes and distances directly in the GPU thus doesn't require caster redraw. ```
quasi mulch
#

yeah

indigo summit
#

is that about the shadow volume?

iron hollow
#

yes

quasi mulch
#

I guess even rendering a new "shadowmap" from height in 2D is not going cost much time. Blending it with hdrp's own shadow pass would be a pain, perhaps cookies can be exploited

indigo summit
#

don't forget custom render texture if you need more hack

#

with cookies

quasi mulch
#

i could just throw all this in the bin and make a crappy retro pixel bleeping affair but i've done that a lot :P

iron hollow
#

or you could do what most games do and find ways to limit distance to 500m or less ;p

#

sprawling vistas are great and all but hard to do peformantly

indigo summit
#

retro pixel bleeping battle royale

quasi mulch
#

lol

iron hollow
#

that game Kona used the fact there was a snowstorm to keep visibility to around 150 meters lol

indigo summit
#

now i'm wondering how it would looks like

iron hollow
#

they were smart

quasi mulch
#

but yes I need the distance in my game, for a specific reason, even if not so detailed, because it's extremely important

iron hollow
#

I wouldn't say be that drastic

#

but even some distance fog can help a lot

#

and it's realistic

quasi mulch
#

I'm afraid it cannot be negotiated and i'm willing to drop even player details for it.

indigo summit
#

silent hill

quasi mulch
#

must see far :D

violet cave
#

somone knows if there is any plan to extend the visual effect graph to LWRP?

indigo summit
#

i think it's support LWRP already, but only on compute shader capable device

turbid matrix
violet cave
#

Wow that's really nice, thanks

quasi mulch
#

One thing about cascades are that really, I only need 2 cascades: what happens near the player, and blending that with a cascade that overlaps it like a cookie would, because the bad thing about cascades in unity is how they join - it's awful really, and gets worse the larger the screen and larger the distance

#

i suppose i will wait cos in 2019.3 might be safe to dip into the srp level of things

#

Ideally I'd have a projected texture over the whole world, that i update at my own pace... that blends nicely with existing shadows

#

like a cookie that does not require a light :P

#

then i could do cloud shadows and stuff with it too

#

I'm not sure unity would appreciate the performance of drawing a huge decal over everything :D

quasi mulch
#

this is basically what I was thinking of doing - I didn't realise horizon also did it

iron hollow
#

tahts' what Tato does with NGSS

quasi mulch
#

it just makes so much sense because you're doing very little and can blend the distant one

#

my problem is unity gives no access to cascade 3 or a clean way to blend a third cascade

iron hollow
#

maybe not crossfade, but whatever blend he uses is nice, you can't see the transition at all

#

well he blends all 4 cascasdes

#

but of course he's replacing unity's default shader library

#

which is why it's trickier for LWRP/HDRP

quasi mulch
#

Well it's too time consuming for me to research further so I will have to accept it

iron hollow
#

you could ask the expert how he does it ๐Ÿ˜›

quasi mulch
#

too much work :)

iron hollow
#

hehe

#

well hopefully be end of year he will have HDRP version

#

and you won't have to lift a finger, just your wallet ๐Ÿ˜›

quasi mulch
#

I don't think this is much of a priority at unity because of raytracing

#

and if I had to pick between gi that actually ran nice and fast or shadows, I'd pick gi :P

iron hollow
#

yes you would

quasi mulch
#

heh horizon zero dawn has true realtime gi on ps4 classic and i never realised it

#

it costs nothing to them

#

quite clever

#

seems to validate some hacks i was thinking of too (bending volumes for 4 times of day)

harsh stone
#

Hello pipeline devs

#

I'm having a bit of a conondrum

#

So I have a Midtown Madness clone im developing, same concept as OpenNFS

#

Midtown Madness 2 hoewver, has about 4000 textures in the game files , and uses around 5-700 at a time

#

even using combined meshes, dynamic batching, culling (via distance and MM2's culling data) and material instancing, I'm still getting around 2500 draw calls

#

The main reason is that things are not being rendered in an order that can be instanced / batched. I only have around ~150 materials at once ("only", but that s houldnt be resulting in thousands of calls)

#

using a scripted render pipeline, would I be able to take control and render things in an order that's best for batching / instancing?

#

also note: this is a clone of the original game code, written by me. I'm not stealing assets, or c ode. Therefore everyt type of optimization must be reasonably achievable at runtime

quasi mulch
#

Turn on texture streaming and use LWRP

#

the mip streaming makes the texture problem go away while SRP makes the batching problem go away

#

2500 isn't really much of a problem for SRP, at least in my tests

#

you'd also enable static batching OR instancing

harsh stone
#

@quasi mulch Both yield around the same results

#

I'm thinking with a custom render pipeline I can control what is rendered when

#

And not render it all funky and out of order, if I could just render a bunch of meshes with one SetPass call I'd be down batches by 10 fold

#

I'd also have to redesign my custom shaders for LWRP

#

Though it may have to come to that

iron hollow
#

@quasi mulch Funny you were talking about Depthmap shadows this morning and then today tato posted this:

#
I'm prototyping a Depthmap shadow caching feature for directional shadows to save drawcalls for static objects. And update the depthmap only for dynamic ones.
This will save CPU time a lot because only dynamic meshes will get rendered to depthmaps, static meshes will only rendered once. This will once for all surpass Unity shadows performance by a very large marge. 
In the future give you control over which depthmap (static or dynamic) renders when. My initial prototype is displaying a gigantic perf gain, specially on large populated open areas and VR gaming.
Shadow Caching is coming for v2.1.```
#

sounds like he's stealing your idea ๐Ÿ˜›

true zealot
#

large marge

empty star
#

@harsh stone what is the majority of draw calls, is it mostly unique meshes, or mostly unique materials being applied to common meshes? also how is it being rendered funky and out of order?
With rendering a bunch of meshes & wanting the most control over instancing you can do that using Graphics.DrawMeshInstancedIndirect or the CommandBuffer version

#

if it is mostly unique meshes then instancing wont save you anything & merging static meshes by shared materials would be the next step, so at least you'd get 1 draw call per material

true zealot
#

It's unique meshes

#

We discussed it in #๐Ÿ’ปโ”ƒunity-talk a bit back, I speculated they were likely pushing the limits of dynamic batching, and couldn't use instancing because all their meshes are different. I referred them here because of the SRP batcher

#

They're already merging things via materials within their city groups, but I think the batches are coming between groups - with each group contributing once to a draw call per material

#

(or once, ignoring any lighting or whatever else is doubling a batch call)

harsh stone
#

I can't merge sections because then culling wouldn't work btw

#

There's a culling file that says which section is visible from where

#

I think anyways

quasi mulch
#

hard to believe hdrp is almost 3 years old now

#

or maybe realistic given the amount of work all the SRP stuff needed

indigo summit
#

@quasi mulch woah i totally missed the part that they use irradiance volume

#

i'am talking about the HZD article you posted above

indigo summit
#

now i'm curious about the custom shadow cascade :/

#

dangit @quasi mulch

quasi mulch
#

I know, we're being short-changed tbh the current decision making from Unity is way too generic

#

it's better to have a scheme for indoors and a totally specific outdoors one. the outdoors one likely will work for any outdoor game

#

the best result I had so far was seeing a proof of concept with 1x far shadows via the light cookie (because cookies blend and it's proof of concept) with 2 cascades close up for detail. and it totally backed up what the HZD pdf is talking about

#

you end up with less gpu pressure and way higher quality because the difference between near and far cascades should be quite big, thus just using a dumb approach like cascades will never look as good nor perform as good

#

it's frankly a generic and shitty technique that seems to hit a limit at around 500 units which coincidentially is what hdrp defaults to

#

its better to have one general shadowmap that blends on top of fewer cascades, then these cascades don't need to be skewed to useless places just trying to fix where they meet, you know?

#

you get to fix the problem with where the detail is allocated without adding more gpu work

#

plus the far cascade can be less than the close cascades

#

suits probably all typical open world games (and would work fine inside too tbh)

quasi mulch
dawn sorrel
#

a bit off topic, but still relevant, fortnite (both versions) have only 1 cascaded shadow map up to 8 meters, then for everything else it uses distance field shadows

#

its a game that has both indoors and outdoors, it works pretty well for them

quasi mulch
#

Yep but that's more work for HDRP's design I think maybe....?

dawn sorrel
#

slapping 3-4 cascades and calling it a day isn't ideal for anything imho

quasi mulch
#

100% agreed

#

it's a generic and wasteful approach

dawn sorrel
#

on top of that, unreal has far cascades, for really big objects

quasi mulch
#

forces more work on top to patch up damage

dawn sorrel
#

honestly, I wish HDRP would get something like distance field ao and shadows

#

they have limitations sure, but they are really awesome if you adhere to them

quasi mulch
#

well the horizon zero dawn approach is likely higher perf given it's running on a gpu from 2013

dawn sorrel
#

plus you can get gpu collisions for gpu particles with them

#

yeah, cascades are simply too expensive, especially when there are a lot of objects

quasi mulch
#

I can manage the objects but it is not possible to manage the quality

#

some games (mine especially) require shadows from terrain and huge structures to be visible 4+ km away

iron hollow
#

second time you pointed to that

#

and I still don't see what is any different than what unity has now, other than the blending

quasi mulch
#

its entirely different

iron hollow
#

it's just 4 cascades

#

and in unity you can adjust the differences to match those #s if you want

quasi mulch
#

I'm sorry but there's a huge quality and perf difference

iron hollow
#

based on....

quasi mulch
#

er ?

#

the entire planet saying so?

iron hollow
#

you can't just say 'it's higher quality and more perf' without giving a reason why

quasi mulch
#

its only unity still using the dumb approach still

#

even tato is trying to fix it dude...

iron hollow
#

by using new techniques

quasi mulch
#

this is not out of date.

iron hollow
#

but cascaded shadows is cascaded shadows

#

they are all the same

quasi mulch
#

cascaded shadows is a fancy way of saying "we'll use an atlas"

dawn sorrel
#

with better blending you can get a much better result with csm and get a better overall performance instead of brute forcing your way with adding additional cascades

quasi mulch
#

yeah and you can avoid using contact shadows

iron hollow
#

i agree blending removes the ugly transition

quasi mulch
#

contact shadows are just a band aid and have artefacts of their own

iron hollow
#

but putting that aside, where is the greater performance and quality coming from you speak of

#

they are both doing shadow mapping

#

both doing 4 cascades

#

i dont' see how one can be 'better' than the other

quasi mulch
#

way higher quality.

#

WAY higher. not just a little higher.

iron hollow
#

ok and what are they doing to get way higher quality?

dawn sorrel
#

Honestly, I was expecting HDRP to have much more tweakable settings, like being able to manually setting cascades without making major modifications, but that was my misunderstanding I suppose, as everything seems to get hardcoded

iron hollow
#

(i'm trying to get you to define the problem, because just pointing at a vague powerpoint isn't going to make anything happen)

quasi mulch
#
  1. you want detail around player so you will want at least 2 cascades close up.

  2. doing this means you are forced to have a really harsh band where your detailed close up maps meet the far off maps.

  3. HZD's approach blends on top of that with an apporoach that does not require rendering the objects into a buffer every frame so you gain perf and eliminate all band issues

iron hollow
#

ok so if i understand what you're saying, it's not that they are blending between cascades, it's that they are overlapping cascades and blending them?

#

as in cascade 2 is also covering alloy

quasi mulch
#

The far "cascade" is just an inaccurate height based rep projected as shadow so it doesn't need to rerender anything

iron hollow
#

as is cascade 1

quasi mulch
#

so it supports time of day at the cost of basically just rendering one thing

iron hollow
#

not the unity way where cascade 1 would cover alloy, and cascade 2 would pick up where cascade 1 ends

#

is that correct?

quasi mulch
#

blacksmith did the aloy approach by separating char shadows from first cascade and blending back in.

#

we can;t with HDRP

iron hollow
#

yeah i showed the blacksmith way to tato

#

he said it was horribly slow and inefficient ;p

quasi mulch
#

yeah cos... its not built in

iron hollow
#

probably

#

i agree quality is way better

#

i got it working on 2018 even

quasi mulch
#

thats what i'm asking unity to do, to allow that freedom, they have the tech for it and staff

iron hollow
#

i bet i could get it working on HDRP if i tried

#

but i'd rather have a built-in solution

dawn sorrel
#

yeah, I doubt that'll happen though, didn't they disable temporal aa settings completely because people were screwing them up? ๐Ÿ˜„

quasi mulch
#

we dont need to use cascade 0 (I don't plan on doing so) as I don't have as much detail as aloy and i'm not always in third person

#

so for me I would have:

1-2 cascades close, and a final overall cascade from height or SDF

iron hollow
#

well HZD was 3rd person also

quasi mulch
#

it is 3rd

#

i'm saying min's not

iron hollow
#

but it depends how far camera is

quasi mulch
#

so i wouldn't use the char shadow cascade.

#

instead i would just use that as a regular cascade

#

it's only the far cascade that has true value for me

iron hollow
#

i'll be honest, even as much as tato has helped shadows in unity, they are still my least favorite part of unity

#

although it was you yourself who said HDRP shadows are way better than legacy ๐Ÿ˜›

quasi mulch
#

in HDRP one can't even use medium or high quality :)

#

why?

#

because the blurring process halts at the cascade boundary

#

and it looks REALLY bad

#

REALLY clipped

#

so you end up wanting to use low quality shadow for less blur clip

iron hollow
#

yeah i know how bad cascade borders can look

quasi mulch
#

HZD's approach fixes the shit out of that.

#

and you can test how that looks just using a cookie

#

hzd basically is a cookie, projected from height field

iron hollow
#

but HZD's approach is going to use a lot more memory for shadow maps

quasi mulch
#

no its not the same

iron hollow
#

so i don't know that unity will go for it

quasi mulch
#

it's not tato's approach at all

#

its not static sm

#

its a height texture they calculate projection from to generate the shadow since terrain doesn't really need a 3d componment

iron hollow
#

the point of cascades (from unity's view) is to save memory, by allowing the use of lower res maps for each succeeding cascade

#

but HZDs is using the same or more

dawn sorrel
#

sighs in distance field shadows

#

๐Ÿ˜„

quasi mulch
#

the point of cascades is purely for quality

dawn sorrel
#

seriously, they are faster than csms

quasi mulch
#

u cannot get the resolution where you need it with classic

#

and will run out of ram like you say

iron hollow
#

yeah tato has shown some of his SDF/primitive shadow work, it looks great.

quasi mulch
#

if I use 1x 8192 it will still not look as good as bunched cascades fitting inside 4096

dawn sorrel
#

wait wat, any chance is it going to be in hdrp?

quasi mulch
#

cos i simply have no use for high resolution 4 miles away

iron hollow
#

that's his eventual plan @dawn sorrel

dawn sorrel
#

ooooh thats nice

iron hollow
#

he's working in stages

quasi mulch
#

but tato's isn't really that useful for time of day is it?

#

its basically baking shadows to a cache tex

dawn sorrel
#

distance field shadows are really high quality compared to csm, and are pretty performant

iron hollow
#

not the SDF stuff

#

it's realtime

quasi mulch
#

tato's static shadows are SDF?

iron hollow
#

he hasn't released any SDF based stuff yet

quasi mulch
#

tell him to work harder

iron hollow
#

he's only shown a prototype

quasi mulch
#

lol

iron hollow
#

but it's on his agenda

#

you saw his quote i posted above

#

he plans to have that by summer

#

so yeah it's slow going heh

#

but only 2.1

#

by 2.9 he will have all the candy (maybe in 2 years ๐Ÿ˜› )

quasi mulch
#

wyatt mentioned that unity has no plan for terrain vegetation at present, they had some C++ but it needs to be redone in dots

iron hollow
#

ah

quasi mulch
#

so i might as well move forward manually

iron hollow
#

kind of what i suspected

quasi mulch
#

so that means: 1. suck it up with unity shadows 2. just do my own thing

#

the unity shaows thing is just too much engineering for me tbh

#

you have seen tato

#

he works hard on just that

iron hollow
#

yep

quasi mulch
#

I've stopped my shadow whinefest tho... even you joined the song for a few bars

iron hollow
#

hehehe

quasi mulch
#

its good though to know where I stand.

iron hollow
#

i'm with you on that

#

unity needs way better shadows

#

i converted some things from Unreal to Unity a couple months ago

quasi mulch
#

it's the best vs builtin csm default but it could be more

#

and it could be lower res

iron hollow
#

and i looked at them in Unreal, and then looked at them in Unity

quasi mulch
#

:(

iron hollow
#

and the biggest thing was, how much nicer the shadows are in unreal ๐Ÿ˜›

#

(otherwise they were on par)

dawn sorrel
#

well, to be fair, ue4 currently (actually for the past few years) has issues with shadow biases

#

it craps out when you add 4th cascade and without setting distances right

#

just an fyi ๐Ÿ˜„

quasi mulch
#

because i wanted higher closer resolution in my shadows in order to avoid using contact shadows (which fade out at screen edges if you have not noticed yet, making them not so hot)....

iron hollow
quasi mulch
#

you can see the ugly join

dawn sorrel
#

probably the reason why epic depends so much on distance field shadows tbh, even on vanilla ps4

iron hollow
#

you can argue the lighting isn't the same

#

but the amount of shadow should be ;p

quasi mulch
#

not bothered about pbr accuracy tbh

#

I don't actually know of any games AAA wise that are all PBR accurate

#

i dont care if there are minor issues

iron hollow
#

yeah pbr is fine

#

they are just as shiny, etc

#

was just a different light angle

quasi mulch
#

in HZD (again) they make the admission that half of it isn't really totally correct but the game is stylised anyway

dawn sorrel
#

well, even movies aren't always pbr accurate, even with all that rendering power

#

iron man suit was non-pbr

quasi mulch
#

yeah true

#

it'd be black at night with little white spots

#

hardly fun

#

or just completely weird

indigo summit
#

the director : you know, just make it looks good!

quasi mulch
#

same for game directors too

indigo summit
#

yeap

#

and then we starting getting to this phase
Director : it's looks great and everything, but why the fps are slow!?

quasi mulch
#

lol

turbid matrix
#

yeah, I wouldn't say it's nicer there at all

#

oh, this was scrolled back again (was replying for ue4 shadows)

quasi mulch
#

Currently there is no smooth blending across cascades for me, but if someone else could test?

#

it would be perfect then and I would require no fancy hacks.

quasi mulch
#

unity confirmed that improvement is on the way. finally cascades will be worth using

#

might even be able to use 3 in some cases

iron hollow
#

that's good

quasi mulch
#

this has been a thorn in my side for too long

#

now......... magnum GI

#

witness as tom selleck retro particles bounce from surface to surface

iron hollow
#

And Higgens sends the shadow hounds after it?

quasi mulch
#

I managed to dig it out you can fade between the borders how you'd like

#

just tweak it for your scenaio I suppose

#

it actually looks like magic

true zealot
#

as in it doesn't look horrid ๐Ÿ˜›

quasi mulch
#

LMAO

#

yes!

#

rofl

true zealot
#

I do wonder why it couldn't just be done in general

quasi mulch
#

dunno i'd only blow it on contact shadows and other nonsense trying to disguise it

#

(whatever perf it cost)

quasi mulch
#

played a lot with it

#

its good enough to shut me up (tm)

#

it costs in fill rate I guess

#

it controls how much overlap as far as I can tell

#

decided to tweak first and second cascade overlap, and this is sufficient, i can ignore thre rest

#

all happy

iron hollow
#

so that's in 2019.1 HDRP?

quasi mulch
#

yep

#

current, just go to debug and fish it out

#

I just needed to know it was there, and his post implied it was so I went rooting for it :P

#

if olento can, I can :P

#

anyway it's really nice

#

no more cut effect if you know what i mean

#

it tapers together

iron hollow
#

oh it's hidden behind the debug toggle? :\

quasi mulch
#

yeah inside hdrp asset, under debug you can pick hdshadow asset from an exposed arrray, and double click that. then use some sliders like jimi hendrix

#

well input drag :P

iron hollow
#

hehe

quasi mulch
#

you know what i'm on about next don't you?

#

GI of course.

#

blending prebaked ones seems fun

iron hollow
#

there's a debug setting for that too?

quasi mulch
#

i wish :P

iron hollow
#

๐Ÿ˜›

quasi mulch
#

enlighten is a bit buggy I think

dawn sorrel
#

Is there a known workaround to have transparent objects receiving dynamic shadows?

scarlet hull
#

In what RP do you want to do this, because in HDRP it works out of the box.

dawn sorrel
#

Unity Standard Deferred

#

Using HDRP is not an option that i have at the moment

quasi mulch
#

if you do not need transparent behind transparent then render them opaque but grabpass existing buffer

#

but render in later pass

#

so it's technically opaque then but pretending to be transparent

quasi mulch
#

Its the 4th of april, which is like independence day for raytracing or something

#

4th of april, democratizing raytracing day

faint kraken
indigo summit
#

ooh 5.11.1, 6.6.0, and 6.6.1 are on staging. . . .

#

wait 6.6.1? ๐Ÿค”

scarlet hull
#

yes ?

indigo summit
#

@scarlet hull in 6.6.1 HDRP Exposure are giving me this error when switching to anything other than fixed

Compute shader (Exposure): Property (_InputTexture) at kernel index (2) has mismatching texture dimension (expected 2, got 5)
scarlet hull
#

Ow, that's bad ... We have a lot of issues with this version and It's hard to test everything. That's what the staging registry is for.
But thanks for reporting, I'll have a check.

turbid matrix
#

That has been broken for a long time

#

Thought it was a known issue :D

indigo summit
#

it was working fine in 6.2.0

turbid matrix
#

It's been like that for a month or so in master

#

Yes

#

Probably broken somewhere between 6.4 and 6.6

indigo summit
#

it seems so

#

i'm curious tho, what is the changes between 6.6.0 and 6.6.1 ๐Ÿค”

scarlet hull
#

Bugfixes, but not enough -_-

indigo summit
#

opening an old graph that have a scene color node crashed the editor

#

in 6.6.1

#

uhh everything in shadergraph are crashing editor now ๐Ÿ˜’