#archived-hdrp

1 messages · Page 30 of 1

indigo summit
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Oh well, nvm 😅

turbid matrix
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heh

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that could be avoided if the game let the guns dodge geometry

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I personally prefer this over the render on top route

indigo summit
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actually they did pull the hand backward if you are too close into a surface

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i guess i found one object where they forgot to add collider to it

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😄

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true i prefer to use custom projection matrix just like in built in pipeline

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that way i can adjust fov and clipping plane manually at runtime

quasi mulch
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The thing is it's not all or nothing. You need some anti clip no matter what, you need some overdraw

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else you will see little imperfections

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should be always just leave the imperfections

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for me though where there is interaction toward me and not near a wall, i have no choice :D

turbid matrix
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I actually didn't know they did stencil clip on FPS sample, wonder if they really did it

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just saw the mention on the gdc vault talk

quasi mulch
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I have physical move away because it looks nicer but unfortunately in key places I'm not allowed to move it away ie during a move

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(for example one item is a wide-brimmed hat, and the sword will lean to one side to avoid penetrating it)

glad tartan
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Seems the update for RTX on 10 series cards is out now. It's a Game Ready Driver none for Creator Ready yet

turbid matrix
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lets hope auto exposure works again 😃

turbid matrix
dawn sorrel
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nice

indigo summit
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@turbid matrix yeah but we have to wait for 6.7.0 for the auto exposure fix

quasi mulch
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"The technique of area light shadow that we use require a GBuffer, mean our forward material aren’t compatible with it (StackLit, Fabric…)"

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still a way to go it seems

turbid matrix
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yeah, noticed that too, kinda bummer

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considering that stack lit is their highest fidelity shader

quasi mulch
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Seems gbuffer centric throughout

turbid matrix
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they got tons of intermediate textures on RTX side

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like more than on the HDRP itself

quasi mulch
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lots of hacking going on

turbid matrix
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or at least the list looked long when I saw it earlier today

quasi mulch
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can forget terrain etc

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I think perhaps give it a year or so then it will be in a decent place?

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by then more gpu supoort

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seems all fine I guess

turbid matrix
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Texture rectangular area lights with shadow. Use Eric Heitz’s Paper (Combining Analytic Direct Illumination and Stochastic Shadows). These are screen space shadow map.

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can't they then make it on non DXR?

quasi mulch
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they can but I think have been ordered to support DXR early or they risk competition stealing users for real

turbid matrix
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Rough reflection is supported with full screen and with a quarter resolution mode for performance with temporal smoothing (SEED temporal denoiser)

quasi mulch
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so this is just going to be what they can butcher into working ASAP

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hmmm

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seems like it'll be very much a temporal pipeline so expect some choice smears and streaks to drive you wild

turbid matrix
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they probably can use some nvidia denoisers

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I think I saw some on the github commits

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but could have been just for AO

quasi mulch
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"NVidia technique give wrong result" << an outraged frenchman is not to be crossed

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I guess they don't really need much in the way of GI?

turbid matrix
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We are delivering production-focused real-time Ray Tracing with a full Preview coming in HDRP in Fall 2019, including early Preview of a full-frame path tracer.

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you can go full RT :p

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2fps 😄

quasi mulch
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if they built something with RTX that would improve precalculated GI bake times then I would happily buy an RTX card. Imagine clustering taking only 2000 ms?

indigo summit
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is all of that are about DXR?

quasi mulch
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Unity is capable of removing the requirement for enlighten to have a render farm on large levels and they will not do that I don't think. I am much more interested in using RTX for accelerating actual workflows and editor side stuff (for example substance uses it now)

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Even for people using PLM, they would have much improved performance

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Yeah all DXR as far as I know

indigo summit
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speaking about enlighten, for some reason i got a flashback of Beast

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since geomerics acquired by silicon studios,

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and beast acquired by autodesk

quasi mulch
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Where they both go to rot and die

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if an engine company makes a purchase it's (generally) good, not so much content creation companies so far

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Looks amazing doesn't it.

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Unitys current implementation works well for builtin and for mobile levels

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Dunno why they showed Rime since it's use of GI is utterly and completely pointless.

turbid matrix
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can you do subscenes with enlighten? like bake some objects data to another scene and load selectively?

quasi mulch
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no

turbid matrix
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I know the lightmaps had something for this

quasi mulch
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yeah for lightmaps you can load the entire world, bake it then crash if you have less ram than required, but that's for baking

turbid matrix
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that's kinda ruling out my use of enlighten on my current project, as I have level editor 😃

quasi mulch
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for clustering/precalc/etc you will not be able to move those

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they're working on something for that in 2019.3

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the confusion in advice arises because enlighten was classically also the replacement for beast (which it did badly) not just realtime indirect

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so it serves 2 roles, has bad messaging too, so people give out the wrong info often

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nowadays if you ae baking then please do not use enlighen for that, it is best used for realtime only, with PLM for baked stuff

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(which is their real jobs anyway)

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this is what happens when unity tries to hide whats going on from the end user

glad tartan
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ok so tested the DXR scene on my 1080 and I'm getting 10fps higher than I thought since people with 2080ti were saying they were getting 20 fps or so with the lights visible

turbid matrix
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you got 15fps? 😄

glad tartan
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no i get 10

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if I set the resolution to 1440p it still stays the same

quasi mulch
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it's likely cpu bound

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show stats window

indigo summit
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wait is Rime using realtime GI?

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isn't baked

quasi mulch
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Well rime doesn't need any of it

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it's basically vertex lit lol

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certainly saw zero need for it in the vid

glad tartan
quasi mulch
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yeah your gpu is only using 10ms of time according to that

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most of your time is spent on cpu and the HDRP team are aware of that

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so it should get up to a smooth 30 by anyone's guess on your machine in the end

glad tartan
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Yea
Utilization in Task Manager sits at around 93%

quasi mulch
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they do a lot of cpu waste work right now just making it all function cos of deadlines I guess.

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util is meaningless tho

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always has been

glad tartan
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yea was reading the post Seb made

quasi mulch
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you can tie up a cpu doing nothing

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just a busy wait loop will do it

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or copying some nonsense

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I'm quite happy about that cos it proves 2 things:

  1. amd is right to wait a little
  2. existing GPUs can go quite far...
glad tartan
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I expected current cards to do fairly decent with shadows, AO, and reflections.
GI and translucency will need that extra power though

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waiting to see what AMD have the the works

quasi mulch
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we'll see, I don't think they will try super hard though

indigo summit
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i just want realtime GI thanks to @quasi mulch for spreading the "I want realtime GI " syndrome

quasi mulch
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yeah!

glad tartan
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Realtime GI for sure

quasi mulch
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we all want REALLY GOOD GI and eveyone else is getting it so we want it and Unity can afford it.

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There are no excuses left.

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Fact.

indigo summit
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for specular part i can live with cubemaps and SSR

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at least for now 😁

glad tartan
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yea refraction definitely kills perf

drifting vault
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@glad tartan if delete whole glass with refraction on scene,how much fps you will have?

glad tartan
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with refraction off it's at 16-20fps - this is from the Debug Menu FPS counter
Stats window show 25-30fps with refraction off

turbid matrix
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I dunno why that stats window even has fps counter as it's never shown anything realistic for me 😄

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if you time it yourself, it will not be the same figure as on those stats

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I also doubt this is by accident, it must be one of these weird "by design" things that has meaning that only few staff members know about :p

glad tartan
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haha yea. I just turn it off and use the Debug Menu in HDRP

turbid matrix
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I only caught my HDRP SSR taking absurd amount of time once I started to measure that some other way

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it's reasonable cost at the more conservative settings, but I didn't realize that because that stats figure showed something totally different

quasi mulch
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you need to update it by scrubbing the mouse on viewport or something

turbid matrix
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of course FPS is totally wrong way to measure perf but it's kinda thing you notice when you are not optimizing settings for perf

quasi mulch
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it's usually populated by crappy values as the editor tries not to update

turbid matrix
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just an empty stub atm

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"FluidSimDensityVolume" for HDRP

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it's under volumetric lighting

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which is kinda weird place

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wonder if they plan to use it for something like volumetric smoke sim

dawn sorrel
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Hmm.... interesting.
So many exciting stuff in development. Vxsm, fspm, pbr sky

indigo summit
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Vxsm,FSpm <- what the heck are these?

upbeat badger
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i hope they do plan to make volumetric look better. Right now they are ugly even with high quality checkbox

turbid matrix
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I think people have bit wrong expectations on this type of volumetrics

dawn sorrel
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Vxsm- voxelized shadow maps
Fspm- Fluid sim in participating medium

turbid matrix
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it's not similar tech like nvidias volumetric lighting where everything is sharp

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Unitys volumetrics use similar concept that is used in UE4 now

indigo summit
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is there still ghosting on moving lights?

turbid matrix
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probably

indigo summit
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hmm

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Heretic using built in HDRP volumetric isn't?

upbeat badger
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is this fspm?

dawn sorrel
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Dunno, they created the branch just today.
Hopefully, unity staff can shed some light in this.

indigo summit
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make it volumetrics light

quasi mulch
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squints at mention of probes

ripe fable
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yup lol

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I wish it was possible to make builds with the DXR editor..

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Does anyone know if there's a workaround?

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Might have to ask Seb..

glad tartan
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Heretic using built in HDRP volumetric isn't?
@indigo summit Yea it's built in Volumetric

Unity actually released a talk earlier today that Andy did at GDC going over the project

turbid matrix
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@ripe fable this is super common in experimental editor previews, they rarely let you build the standalone

ripe fable
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Yeah I figured.

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I messed up the DOF settings for a low FOV like this, but yeah, all done with 1 sample for each effect, would be great to have a tiny bit more performance in the future. Runs at 55 fps when not recording.

frigid nova
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i get an error "this app cannot run on ur windows"when i try to run the raytracing demo how to fix that?

barren kindle
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what demo?

frigid nova
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it can only run on RTX?

barren kindle
turbid matrix
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it runs any gpu that has DXR support

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today it would be GTX 1060 6GB version or any pascal above it

frigid nova
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yes i do have both

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ot rtx but dxr

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1080 8gb

turbid matrix
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nvidia just released the new driver yesterday that brings DXR to some older cards

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yeah, it would run now with the new driver

frigid nova
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what cards?

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older than 1060 6gb?

turbid matrix
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nah, that's the slowest supported card

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anything above it

barren kindle
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the 1080 is not an rtx card

turbid matrix
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doesn't matter

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it has DXR support now

barren kindle
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but did unity implement that?

turbid matrix
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since yesterdays driver

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Unity doesn't have to implement that

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they implement DXR support

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and GPU that supports DXR can run it

barren kindle
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cool. then he can update his drivers and get back to us and tell us how it went

frigid nova
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yes but the 1060 3gb can run dxr right?

turbid matrix
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no

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it can't

barren kindle
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6gb is the minimum

turbid matrix
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so, you are out of luck

frigid nova
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its not capable

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or its a diver thing

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driver

turbid matrix
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probably not capable but they probably also block it in driver too

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I mean, even 6GB version isn't really capable

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you don't get usable framerate with it

frigid nova
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cause i have run ray tracing methods on my gpu

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but not the invidia one

turbid matrix
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unless you use it only for some minor RT effects

frigid nova
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another questions then

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is there a way to get better lighting

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in unity

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cause i did many tests these days with a small alley scene im working on

turbid matrix
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you use HDRP?

frigid nova
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and the baked is horrible

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yes

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only

turbid matrix
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well, it has best shading but baked lighting is somewhat same for all RPs in unity

frigid nova
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yeah i know thats what im trying to figure out

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its the same old bad bakes

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faster

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and less noisy

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but old

turbid matrix
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you can get better dynamic shadows in HDRP than in built-in or LWRP but that's more on the shadow filtering then

frigid nova
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i dont want better shadows i want better occlusion of light realistic light trail. Better baked shadow fall off

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blur from distance

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i saw a think in unreal that seems anachivavble in unity

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im wandering if anyone has a custom baker that has this kind of result

barren kindle
frigid nova
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to how much ?

barren kindle
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that is for you to play with. start with 1 then

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¯_(ツ)_/¯

frigid nova
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okey ill try it thanks

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ill do more lighting tests and when i finish ill share the optimal way to have a realistic result with post effects and everything

fresh pawn
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Are we getting a 6.x.x HDRP build today?

turbid matrix
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probably not, why?

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well, they often launch the versions near others

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so who nows (5.12 is out)

quasi mulch
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oO

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5.x is largely doomed now going by github

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probably just going to coincide something with 19.1 release

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I'm seeing a few things not being backported enough for me to move to 19.2

candid basin
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is there an easy way to add fog in LWRP?

quasi mulch
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@alpine bluff alex is crying in real life

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you failed him.

candid basin
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for now, I'm not crying

indigo summit
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i'm seriously wondering why they still not expose the per cascade shadow falloff settings

turbid matrix
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@quasi mulch was it you who had issue with fog height clamping?

indigo summit
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"add support to negative mean" <- wow this part are confusing 😄

fresh pawn
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I am on 2019.2 and have some issues with refraction, I saw it's probably fixed in master so waiting for the new build now 😃 impatiently

indigo summit
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@turbid matrix is master branch works fine? usually you like to live on the edges. . . .:D

turbid matrix
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yes, it works

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on it now too

indigo summit
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and i assume the automatic exposure are fixed yeah?

turbid matrix
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it doesn't throw the old error at least 😃

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I only briefly tested that, I don't like the effect in general

indigo summit
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alright cool, i'll pull master then 😁

turbid matrix
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it also makes things flash initially with realistic lighting values which is annoying

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altho I dunno if you could preset the initial value it starts with

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I've barely touched that thing

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I think the version I used was like from yesterday, but there's only LWRP bug fix and test added since

indigo summit
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dangit, there's still no info for tessellation and shadergraph huh

turbid matrix
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nope 😦

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would want that myself on HD Lit Master at least

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dont really need it anywhere else (of course would be fancy to have it on Terrain Graph when it arrives)

indigo summit
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ah crap i forgot it crash unity when open an old shadergraph 😅

quasi mulch
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@olento yes it was meeee

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I coded it a hacky workaround too

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in

drifting vault
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its stupid question, but i can run DXR on GTX 1050 2 GB VRAM? xD

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i will happy to get at least 2 FPS

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on primitive scenes

trim bone
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i think the 1060 is the minimum card needed for dxr

agile river
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So I just converted my project to LWRP and 19.10f1. I have a bunch of objects that can explode with different particle effects and shatters some models. They are all controlled by the same rough idea, but one of them crashes when playing in the player, but not in editor. No crash logs 😦

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I do have some shader errors in the player log

royal tusk
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check the materials on your particle components

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are they pink?

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also click on the shader that those mats use, do they have red compile warnings

agile river
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nope

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I got it working with legacy shader, swapped it to LWRP specific shader and neither works

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it seems to be at the end

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I can make a recording

royal tusk
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ya do that. is this the first time lwrp was installed

agile river
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Well I installed it a few days ago, but I guess I haven't tested it in the built player until now...

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or something ELSE is crashing it, but it always is about the destruction of this one piece type

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oddly it did it the SECOND time this time 😐

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something about destroying more than one at once? I donno without any real crash logs 😐

royal tusk
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texture read writes enabled?

agile river
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-.- where would I check that?

royal tusk
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the one that is being weird

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select it's texture

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in your proj files

agile river
royal tusk
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advanced

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clack the carrot

agile river
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it is not enabled

royal tusk
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enable it and see if it crashes again

agile river
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still crashed

royal tusk
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any crash logs saying why its crashing 😬

agile river
royal tusk
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whats in the crash report generated in: /Crashes

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C:/Users/---/AppData/Local/Temp/--/p--/Crashes

agile river
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oh snap thats where it is

royal tusk
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ya i see it

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click on those shaders from the playerlog, you may need to recompile them

agile river
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Hidden/PostProcessing/Debug/Vectorscope

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those?

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I am not sure how to recompile them

royal tusk
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ya, is that from the new postprocessing package?

agile river
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probably

royal tusk
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go into packagemanager does postprocessing have a check mark

agile river
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yes

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that is what is causing the bloom effect

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I can just try to reimport everything I suppose

agile river
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and now none of my .blend files are importing... fun

royal tusk
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Avoid placing backup files (blend1) inside your project. Unity's Asset management uses the filename without extension as assetname. So having two files with the same name can cause issues.

agile river
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good to know

agile river
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Ripping out LWRP fixed the issue.... still not sure the root cause

harsh spoke
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Has anyone tried the raytracing sample project? The manual for the preview says there should be a DXR High Definition RP in the 2019.2 alpha builds

turbid matrix
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that's not regular 2019.2 alpha

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if the manual says that, it's wrong

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but the image is correct

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the special editor build is marked 2019.2.0a5

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it's not same a5 you'd load normally

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just follow the instructions and you'll figure it out 😃

harsh spoke
turbid matrix
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where did you find the doc with that image?

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it's not a regular 2019.2 alpha, special experimental builds never go to archive

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you clone the git repo for it, probably from the same location where you found the doc

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and do read the readme for the "IMPORTANT" part 😃

harsh spoke
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I just downloaded the zip from github and there was a pdf manual inside with that image

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now I see that only git lfs will work 😃

turbid matrix
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yes 😃

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download will miss half of the files

harsh spoke
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if anyone is wondering the new nvidia drivers for the non-RTX cards work 😃

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this is running smoothly on 1070

turbid matrix
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we got few reporting it running like 10-15 fps on 1080 😃

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but most seem to be cpu bound

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so if you got good cpu, that probably helps

harsh spoke
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it's better than I was expecting

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for someone who was working with off-line rendering for almost two decades now, the fact I can have real time raytracing on a not-that-expensive card is totally mindblowing

turbid matrix
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well, it's not full path tracer 😃

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but still cool to get some of the things raytraced

harsh spoke
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absolutely not the full deal, but it's not rendeing several hours per frame as well 😃

turbid matrix
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I personally want those reflections the most as they've been my painpoint for years

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it's kinda bummer that we just got experimental editor and not preview on regular HDRP + regular 2019.2 alpha to support it

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this just means, we have to wait for 2019.3

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(for raytracing support)

glad tartan
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I like the GI, been stressing my 1080 over the past few days messing with all the RTX features in Unity.

turbid matrix
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they got GI?

harsh spoke
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I think it was mentioned during GDC that it's coming in 2019.3

glad tartan
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ye RTGI

turbid matrix
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on the experimental build?

indigo summit
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it was called diffuse indirect on the settings if i'm not mistaken

glad tartan
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yea

turbid matrix
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weird that they didn't mention it

glad tartan
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yea it's Indirect Diffuse

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it's the heaviest to run

turbid matrix
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I was kinda surprised for such short list, considering I saw way more feats in git commits even early on

glad tartan
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at 1080p I get about 12 fps in that image above

harsh spoke
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are you talking about this option in the raytracing environment?

glad tartan
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yes

turbid matrix
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that's cool

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those are the most important things atm

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hope they get them polished

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of course the upcoming full path tracer will interest some too

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but it's not for games

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on todays hw anyway

harsh spoke
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from what I remember GI is most computationally expensive (apart from some advanced SSS and refraction)

glad tartan
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without the GI on it's not so bueno

harsh spoke
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and I don't even think UE4 supports it at the moment. At least I haven't found that option

glad tartan
turbid matrix
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heh

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well, you can get that scene look better on the old rendering tricks

glad tartan
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yea

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I made it for the raytracing though

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So didnt wanna do all the extra work adding probes, baking lightmaps and all

turbid matrix
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well, even fully dynamic lighting wouldn't need those pitch black shadows 😃

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but yeah, it's cool that feat exists

glad tartan
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yea that could be solved if I added ambient lighting

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but the raytracing GI takes care of all that so didnt need to do the ambient lighting either, just toggle the switch and boom it's all there

turbid matrix
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I hope we can use that by default someday 😄

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would be soooo much easier

glad tartan
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I hope so too

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it cuts out so much work

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but right now it make my 1080 fans sing and it's only GI active

upbeat badger
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sad they didn't make rt shadows from directional light in initial release

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curious to see

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it's so satisfying to watch on perfect soft shadows and reflections

ripe fable
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yeah

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Animated meshes would be nice too

fading rose
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Of course there is performance impact, but how can we say it is not for games when there are already major AAA games out there with it and even more are in development?

The real question is does it worth it? Of course it is different, yeas it may in some cases improve your visuals, but overall, I think, not so much really, it's more like a cool technicality that would make some people like happy because they would have yet another buzzword to use. 😃

https://youtu.be/bVK85lbymrU

Metro Exodus certainly is a gorgeous game, never has a pack of hairy rat monsters been so lovingly rendered. It’s also the first game to use ray-tracing for ...

▶ Play video
upbeat badger
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because they don't need to mess with ligthprobes, lightmap settings, uvs, texels and baking anymore

fading rose
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Rest assured you will have to mess with other things 😄 there are always things to mess with AND Raytrace at this point is only applied selectively, on particular surfaces, not everywhere, so you still need to mess with all these.

This is a smart approach that one would take in early versions of 3dsmax, when raytrace processing in these old CPUs was prohibitive to enable on the entire scene. That was before mentalRay became widely available. But even then, you had Renderman which was not raytraced and still produced stellar results. So Raytrace is just a technical choice, you can achieve awesome results either way. Same as you can do great games with either 2D or 3D. The rest is marketing hype. (Which can also be used for our games of course)

quasi mulch
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There is always a new pain point. We just shift our ambitions that cause pain to a new place.

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A NEW PLATEU OF PAIN!

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shrieks with happypain

fading rose
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hehe like my boss when he tried the new HP Reverb headset fell in love and told me we should work exclusively with that. Nothing else. (it's indeed awesome) He didn't immediately think of the additional production time and cost that comes with even higher fidelity. Not to mention the need for more expensive hardware to output it . All these ultimately sink in, but in any case, we should not allow it to stop us from improving and evolving.

upbeat badger
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in this case unity graphics engineers handle most of pain points themself you just need to toggle checkbox, tweak few parameters and its done

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the amount of work is much less when you have realtime gi for example

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of course I do not take into account the problems of rtgi

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right now its noise and ghosting

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so its not really usable without lightmaps

grave spade
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i would be quite interested in seeing some stylized, raytraced games.
Not only by having stylized textures, but also stylized shading/lighting.
sadly i wasnt able to find any examples

dawn sorrel
#

ive copied all the settings and stuff from the sample scene

#

but they still are turning out like that

#

this is in hdrp

turbid matrix
#

in forward only mode, you could set the shadow filtering to high from your HDRP asset

#

this is PCSS mode

#

it will noticeably soften the edges

dawn sorrel
#

using defered

turbid matrix
#

there are some settings you can tune in the light source itself

#

but I dunno if there's much you can do for that beyond putting more resolution

#

if forward only bad for your project for some reason?

#

they render many things better in forward right now

dawn sorrel
#

yeah the res for the directional light is 4k

#

nah not really

#

whats the difference between deferred and forward anyway

turbid matrix
#

you see that plus button on the top of the component, on the right?

dawn sorrel
#

yeah thats already been clicked

turbid matrix
#

ah

dawn sorrel
#

thanks

turbid matrix
#

pretty much most feats work on both including SSAO, SSR etc

dawn sorrel
#

thats good

#

yeah seems better for my project

turbid matrix
#

forward just got more accurate visuals + better shadow filtering atm

dawn sorrel
#

still pissed about the shadows though, copied everything from the sample project

#

but it still looks the same for some reason

turbid matrix
#

I don't think the shadows look that great on the sample either

#

do note that it's baked lighting mostly on the hdrp template

#

so if you move it to dynamic lighting, you'll get the jaggies there too

#

also the scale of things matter a lot

dawn sorrel
#

but still if its not jagged on the sample

#

for the sample i just needa bump up the res on the directional light

#

and it looks good

#

oh yeah also got another strange bug

turbid matrix
#

that's not what I've seen myself

dawn sorrel
#

in wireframe non of the meshes show in wireframe

turbid matrix
#

but PCSS looks nice (can keep the resolutions lower)

dawn sorrel
#

they just dissapear

turbid matrix
#

you mean the wireframe mode?

dawn sorrel
#

yeah

turbid matrix
#

yeah, that's been like that as long as I remember, you do see the wires if you select objects tho

dawn sorrel
#

yea

turbid matrix
#

which HDRP btw?

dawn sorrel
#

package manager latest

turbid matrix
#

which could be anything.. 😃

#

I mean, it depends on your Unity version even

dawn sorrel
#

true

#

im rocking 2019.1.0f1

#

with the hdrp version being

turbid matrix
#

ah, so 5.11 or 5.12

#

depending on what they have up now

dawn sorrel
#

5.10

#

yeah its 5.10 for me

turbid matrix
#

oh nice, they've updated the hdrp template finally

#

it's defaulting to 5.7.2 but it's still newer than the 5.2.3 it had for ages

dawn sorrel
#

yea

turbid matrix
#

@dawn sorrel ok, I checked the template

#

it has really tiny shadow distance (as it's small scene)

#

it's set to 150 on Rendering Settings (scene volume)

#

if you put that to like, 500, you need way bigger resolution to get similar results

#

I dunno what the default value is

#

hmm, actually default is 500 apparently

dawn sorrel
#

Yeah default is 500

turbid matrix
#

hmmm, the distance doesn't break the shadows on the template

#

it definitely has big impact on "regular" scene with more detailed shadows

#

this is weird because I'm fairly certain I didn't get that nice default shadows with HDRP in past (as in the template)

#

they've done some sorcery on this

stoic depot
#

is it using microshadowing or something?

#

also i haven't seen contact shadows for me when I've tried them out

turbid matrix
#

nah, it did have different shadow cascade settings tho

stoic depot
#

that'd do it alright

turbid matrix
#

it's more of a smoothness setting, but I can't make the template shadows look sharply jagged

#

I tried with the default cascade settings too

stoic depot
#

is that the soft shadows setting on the light, you mean, or just shadow res due to distance, cascade settings etc

turbid matrix
#

thing is, I didn't find any soft shadow setting

#

there is max smoothness control on the direction light's shape but it doesn't affect the shadow borders at all

#

more of how it goes with specular

#

the difference is really like soft/hard shadow thing

#

I just don't get where it's controlled

#

in PCSS filtering, the setting is there, but not on low setting

#

when you put PCSS (shadow filtering to high), you get Shadow Softness dial which you can use to control this specific thing

#

but it's not there for low

#

@dawn sorrel what you see could just be a difference in object angle / light angle too

dawn sorrel
#

maybe

#

im whipping up unity again to change soem more settings that i think might be effecting it

#

i changed the number to 5

#

for the max distance

turbid matrix
#

oh wow, 6.5.3 shows up in package manager now

#

first 6.x.x that exists outside of staging

#

2019.2 beta must be near

indigo summit
#

hmmm i wonder

#

oh did they backport the shadergraph async compilation into 6.5.3?

turbid matrix
#

backport?

#

5.x and 4.x are the ones that get backports 😃

#

oh, you mean it wasn't on 6.5?

indigo summit
#

ah sorry i mean it was for 6.6.x isn't ?

turbid matrix
#

it's not async, nor there is that commit in 😃

#

why do you as?

#

(I just tested, you still see the compilation dialog)

indigo summit
#

hmm

#

it feels faster for me, only getting compilation dialog when pressing save button

frigid cypress
#

pssst light weight render pipeline and shader graph GDC sessions are up on the vault c:

turbid matrix
#

oh nice, they added 18 items

#

(on vault)

#

(I wrote a small tool to figure out what they add)

indigo summit
#

are you talking about the vault or HDRP?

turbid matrix
#

vault

#

I guess there could be a tool that polls the changelog changes 😄

#

@frigid cypress ah, you meant the talks that were there on the first batch of GDC 2019 talks on vault 😃

#

these have been on the vault for little over week now

#

ah, you probably meant the booth sessions

frigid cypress
#

yes, the booth sessions

frigid nova
#

hey guys does anyone know how to get roughness input on decals? in hdrp,how should i pack the texture ?on what channel to put the roughness map and the metaleness and AO

turbid matrix
#

@frigid nova regular HD Lit shader uses: Red channel: Metallic mask. 0 = not metallic, 1 = metallic. Green channel: Ambient occlusion. Blue channel: Detail map mask. Alpha channel: Smoothness.

#

that's on mask map

#

I dunno about decals

#

Red channel: Metallic map. Green channel: Ambient occlusion map. Blue channel: Opacity map. Alpha channel: Smoothness map.

frigid nova
#

thanks man ill test if that works

turbid matrix
#

so, same as HD Lit but blue channel for opacity

#

RG and A channels are same as on Unity 5 standard metallic shader btw 😃

frigid nova
#

occlusion wasnt on an extra texture back in 5?

turbid matrix
#

people thought it required separate texture so they put it separately

#

but in fact you could have reused the same one texture that packed these all together there already

#

people just didn't read the fine print as there were separate input slots

#

I guess Unity is wiser now and they only allow one mask map input 😄

frigid nova
#

lol XD

turbid matrix
#

had they put that detail mask in blue channel instead of alpha, it would have been 1:1 same setup as with current HD Lit

#

but you could have put detail mask in albedo alpha in this setup tho, considering most materials don't need it

#

tbh, I dunno why they didn't use blue channel for anything on Unity 5 shader

frigid nova
#

most of the stuff were and still are not final

#

they dont have clear vision yet

frigid nova
#

anyone know what is up with HDRP V6 and why it dissappears and appears on package manger randomly?

turbid matrix
#

?

#

where did it disappear?

#

it's only been up for regular registry since today

#

and you of course only see it on 2019.2

#

(unless someone messed up)

#

@frigid nova

frigid nova
#

i never see it it only appears some times for me

#

for example is there too,i upgrated from 5.13.0 and nothing worked ,everything black on 6.5.3.Then i rolled back to 5.13.0

#

what is new on v6?

#

since i downloaded v6 a couple of times but everyhting is black and i get errors on the console

turbid matrix
#

and you try this on 2019.2?

frigid nova
#

yes

#

i only download the lates alphas now since my main project is on hold XD

turbid matrix
#

maybe they still aren't sure if they want it to be visible or not

#

I just saw it there and downloaded it for one project

#

normally I run 2019.2 from SRP master

frigid nova
#

and what does it have new stuff?

turbid matrix
#

well, even if you are on a real project and you use HDRP, you may as well use the bleeding edge version now as you probably want to ship with 2019.3/2019.4 LTS at that point, as that's first version when HDRP is released

#

6.5 is somewhat the same feature wise as it's 5.x counterpart

#

there are some small differences

#

but they backported most feats

#

it's differences are more structural at this point

frigid nova
#

then is not that worth

#

if they had some voxel stuff or a better SSR

#

that would be nice

turbid matrix
#

SSR is same, is there some issue with it?

#

(it works nicely on my project, well, considering it's SSR and has screenspace limitations)

frigid nova
#

yeah something is wrong on when the camera rotates around reflective surface

#

that fades to fast and to unrealistic also the reflections are maybe a bit worst than even older implementations i would say

turbid matrix
#

I have kinda opposite experience

#

I never had any luck with PPv2

#

and older Unity implementations did work but were perf heavy and were still more noisy

maiden plume
#

Hi everyone! I am facing the following issue with LWRP. The left screen shows the editor game window and the right the same scene on device (Android). It appears much darker. Any idea what might be causing this?

frigid nova
#

color sppace post processing contrast ?

royal tusk
#

check color space for gamma and linear

#

one might be set diff than the other

maiden plume
#

Alright. Thanks you guys. Let me check.

royal tusk
#

also quality settings

#

in project settings

#

check that out too

stoic depot
#

Q: With the new HDRP post processing setup, how the heck does bloom work

#

is there something I'm messing up that it's all just becoming a hazy mess?

turbid matrix
#

@stoic depot the idea is that it's somehow physically correct now

#

basically how it works is that you put 0.1-0.3 into intensity and 0.4-0.7 to scattering to get somewhat realistic results

#

I use 0.1 intensity and 0.4 scattering myself

#

it's subtle effect that way but at least it doesn't destroy the image quality then

#

there's additional emissive settings that let you boost the emissive so that bloom takes it into account

stoic depot
#

ah I see

#

should have expected it to be physically accurate since half the target audience for HDRP seems to be archvis and car visualisation 😅 :

maiden plume
#

Color space is set to Linear for both Android and Standalone. Not sure if there is any editor specific setting for this. Also disabled auto graphcis API for both and set it to OpenGLES3. Still the issue persists 😦

royal tusk
#

delete everything and start over

#

from scratch

#

problem solvd

#

👍

maiden plume
#

Makes sense. Wonder why I didn't come up with that myself 😉

turbid matrix
#

that looks bigger change than linear/gamma would do

#

looks more like tonemapper difference

royal tusk
#

Do you have some kind of post processing profile with color grading or something

maiden plume
#

Not that I am aware of.

#

that's my LWRP asset config

turbid matrix
#

no post processing?

#

oh right, you answered

maiden plume
#

I just noticed a weird thing

#

Under "Other settings" in player settings in scripting define symbols it says "UNITY_POST_PROCESSING_STACK_V2"

#

not sure why it's there. But even if I remove it. Unity just adds it again.

royal tusk
#

Right-click in your project window and select Create > Post-Processing Profile.

#

Drag the PostProcessingBehaviour.cs script from the project window to the camera.

#

then try it out

maiden plume
#

Ok I just changed the color space for Android to Gamma and it looks the same now on device. I am kind of confused because I am pretty sure docs mentioned LWRP required linear color space.

#

Also it seems the editor is using Gamma color space but I can't find a setting to change that

#

Thanks a lot!

long blade
#

if i had to guess, you were using color grading but your device didnt like it

#

gamma allows you to support older devices however, so it's better to go with that unless you need linear, at least thats my opinion

royal tusk
#

I had a shadergraph in the past that looked off and it was because i was using gamma instead of linear once.

indigo summit
#

alright stupid question how come forward+ are not implemented to LWRP?

#

ie tiled forward or any other improved forward rendering

quasi mulch
#

because forward+ benefits from a compute shader to prepare

indigo summit
#

all of them?

quasi mulch
#

just doesn't seem any point since LWRP uses a shader that calculates a lot o lights in one pass

indigo summit
#

but they planning to deferred to lwrp

quasi mulch
#

yeah well deferred can be as simple or complex as you like

#

I'm sure a forward+ renderer is a good fit for LWRP too, for someone

indigo summit
#

hmm

leaden isle
#

@maiden plume I think you running in the same issue as I wrote here: https://forum.unity.com/threads/lwrp-different-light-results-on-opengles-and-vulkan.660397/#post-4420855
We also decided to use linear color space and from specs and Opel GL ES version all our target devices should run it. But somehow they don't

stoic depot
#

actually has forward rendering in HDRP been improved? I've always just use deferred, butbif HDRP is rocking clustered forward rendering I'll give it a shot

maiden plume
#

@leaden isle thanks! Looks exactly like my issue.

scarlet hull
#

@stoic depot What improvment are you searching for. In HDRP, forward rendering has feature parity with deferred

stoic depot
#

its just about the scale of my game, deferred has support for loads of lights at once and I don't need that really, i was just wondering if there'd be an upside to it, although if there's parity between them I'll just leave it lol

grave spade
#

if you dont need to support a huge amount of lights, why do you even care about tiled or clustered / forward+ renderer?

indigo summit
#

how many lights in your game that affect one object anyway?

#

last time i test Forward+ HDRP i can put 110 lights affecting a wall

simple hollow
#

the default procedural sky in hdrp 2019.1f2 5.13.0 is still broken. 😦

turbid matrix
#

you can still use it @simple hollow

#

it's probably going to be that broken from now on

#

it still works as it worked before

#

but if you want more realistic lighting values, you have to tweak bunch of properties

simple hollow
#

with the sun disk on i can't see any shadows

turbid matrix
#

yeah, sun disk is broken with higher intensity

#

you just disable it for now :p

#

you can still put sun in the sky with custom billboard

#

I think this is what FPS Sample did with the moon / planet thing on the sky

simple hollow
#

I'll probably wait for the new procedural sky from unity. starting a serious project now isn't really a good idea.

turbid matrix
#

starting is fine 😃

#

you need proper sky only later, unless you start from final art 😃

#

you can still use the procedural sky without sun disk (I can't see how this could be a showstopper) or use HDRI cubemap

tall hamlet
#

Does it make sense to use the Lightweight Rendering Pipeline for 2D projects?

turbid matrix
#

once the 2D stuff for LWRP is out, sure

#

@tall hamlet

tall hamlet
#

woah thank you very much :d

turbid matrix
#

2D renderer + masternode for SG is targeted at 2019.2

#

some of that stuff is already on SRP github repo

#

actually, only the latter is on master now (upcoming 6.x.x LWRP), master node just got merged to another wip branch

#

hmmm, the renderer is already on 6.6.0 LWRP

#

from the changelog: ```

  • (WIP) Added an experimental 2D renderer that implements a 2D lighting system.
  • (WIP) Added a Light2D component that works with the 2D renderer to add lighting effects to 2D sprites.```
royal tusk
#

WTB fix

quasi mulch
#

terrain rendering has a bug with hdrp 5.13 where the basemap is black

dawn sorrel
#

gotta say, its kinda funny that we've come full circle and people are asking for (LWRP) decals again 😄

dawn sorrel
#

@turbid matrix new ps5 will have navi with raytracing support according to sony

#

I guess this means raytracing won't stay as a gimmick 😄

turbid matrix
#

we'll see how accurate that is when it actually gets out

glad tartan
#

What was mentioned about raytracing with PS5 was about audio and other things that could be improved with it nothing on graphics yet. So we still dont know how well and how many features graphics wise they will be able to use with it.

Closest we got was a video from the Gran Turismo team a few months ago experimenting with raytracing.
https://youtu.be/qzvzELq13HI?t=442

I'm hoping the consoles support raytracing pretty well as that would boost the adoption a lot faster and it would get more optimized.

2018年12月4日から7日までの日程で、東京国際フォーラムにて開催されました「SIGGRAPH Asia 2018」のプログラム「REAL TIME LIVE!」の模様を収録したものです。 発表:Live Replay Movie Creation of Gran Turismo(株式会社ポリ...

▶ Play video
turbid matrix
#

yeah, I agree

#

getting bigger adoption rate by any means is helping

#

it makes more sense to implement something that can run on multiple platforms

#

and just not work on some niche high end gamers PCs

glad tartan
#

For sure

#

right now wide adoption mainly depends on Vulkan and GPUs being powerful enough to run all the effects

dawn sorrel
#

Hmm? Didn't sony gave exclusive interview to wired and said raytracing is in?

#

"The GPU, a custom variant of Radeon’s Navi family, will support ray tracing"

#

quote: According to Cerny, the applications go beyond graphic implications. “If you wanted to run tests to see if the player can hear certain audio sources or if the enemies can hear the players’ footsteps, ray tracing is useful for that,” he says. “It's all the same thing as taking a ray through the environment.”

#

emphasis mine, while they said it can go beyond graphics, it isn't meant just for that

half heart
stray sky
#

not sure if this is the right place but when using multiple cameras set to different layers transparency does not work (it becomes completely transparent). i think it might be because they are being drawn in the wrong order, though i do not know how to change the order.

#

oops! depth setting fixed it

robust mirage
#

Looks like something you could also do with stencil shaders

stray sky
#

yeah, ill look into t later when i have some spare time

#

im not sure if this happens because of steamvr or if its due to a graphics setting but ill post it here (tell me and ill remove it)

#

im using different cameras for the cubes outside on the stuff inside

royal tusk
#

@stray sky you on 2019?

stray sky
#

@royal tusk 2018.3.12f1

#

should i try updating?

royal tusk
#

naw, there is a clearflag related problem with stacked cams but thats being seen in 2019

stray sky
#

also the camera automatically moves to my hmd position, so to (seemingly) move the blocks outside i put the camera as a child of another object and move that object. may be this workaround thats causing trouble

#

(this is happening without any scripts attached)

#

and all of this to make the physics easier for me -_-

fading rose
#

"i put the camera as a child of another object and move that object."

There is no a problem with that.
You can make cameras as children of other objects, i.e. vehicles. Not an issue.

quasi mulch
#

SLAMS DESK

#

HDRP team had better hurry up optimising all this raytracing lark as PS5 has it now :P

#

PS. <3 unity gfx teams

glad tartan
#

Things should be fine by the times it's released. UE4 unveils Raytracing GDC last year and GDC this year they showed how much they optimized it and added things (between both demos).
It's only been a few months for raytracing in Unity so by the time PS5 and next Xbox is released I think raytracing in Unity will be solid by then.

https://youtu.be/gYf33FSxK2s?t=262

During GDC 2019, Epic’s Juan Cañada and Patrick Kelly delivered an up-close look at ray tracing functionality in Unreal Engine 4.22. Learn about the processe...

▶ Play video
#

Crazy amounts of work to do though
Epic even remade their mesh pipeline as well

#

Almost feels like the transition to PBR

dawn sorrel
#

Well both unreal and unity is working on modernizing their renderers on the side, so I guess it is natural it took a year just to get to this stage

quasi mulch
#

a year?

#

try 3

#

HDRP has been in development since late 2015 AFAIK

#

albeit with SRP

#

great stuff can take a while, I mean if HDRP team was bullied and pressured into admitting something, they might ask for more resources

#

(just guessing btw)

turbid matrix
#

@quasi mulch he was talking about raytracing I assumed

#

(for the year comment)

#

but it's obviously taken longer for UE4 as they showed the first version over year ago 😄

#

it's further along (for DXR) atm but I'm sure Unity will catch up

quasi mulch
#

oh tracing.. . i've seen it for at least 6 months on the github branch drop down

#

who knows how long those stale branches have existed

#

as for DXR

#

I'm hoping the vulkan raytrace stuff is pushed forward

turbid matrix
#

they must have worked on it a lot longer

quasi mulch
#

+PS5

#

yeah for sure

turbid matrix
#

I assume the public github stuff had to happen because they had to merge the stuff in at some point for development to not drift too far

quasi mulch
#

anyone can do a raytrace demo in a week badly, but something that runs fast is another story, the hardware doesn't mean fixed performance at all, and it's worrying some devs think so

turbid matrix
#

luckily it's not our problem to solve ;D

quasi mulch
#

i don't think its a huge problem: simply give me GI and I'll be good for another few thousand years

#

I tried gi out again and it's still being crap perf at runtime

#

not as bad but still crap. in editor it's fine :/

turbid matrix
#

you playtest at full screen in the editor?

#

or you mean, its slow even in editor playmode, but fine in scene view?

quasi mulch
#

is 5.13 or 5.7.2 of LWRP the latest?

#

its so confusing

glad tartan
#

5.13

#

if it was
5.07.2
5.13.0

it might have looked less confusing

trim bone
#

any official or unofficial response to your forum gi proposal @quasi mulch

quasi mulch
#

yeah

#

they're fixing up enlighten and improving probes while exposing indirect in shadergraph

#

meanwhile robert has said untiy are very aware of customer needs

#

on twitter

#

so basically unity are doing something, for the existing and maybe something going forward but no details on that

#

I'm having another crack at enlighten to see if they've fixed the async readback thing

trim bone
#

i guess it was a longshot to bend a billion dollar company to your will but still had hoped for a more promising response

quasi mulch
#

I doubt i need to, they are moving

#

because I commanded it ... or else!

#

then snapped my fingers

#

:P

shrewd meteor
#

Is it possible to use Transparency Sorting Axis with LWRP? I could have sworn I was doing this before...

turbid matrix
#

So. 2019.3 split now on srp master?

#

I know the 2019.3 alpha we get is probably still at least month away but cant wait :)

edgy harbor
#

Does anyone know good trees for LWRP? or how to make Speedtree work with lwrp?

turbid matrix
#

LWRP speedtree is already implemented, not sure if everything is yet merged to releases tho

#

@edgy harbor

#

Either way, shouldnt take long now

#

Actually merged to master week ago and to 2019.1 (5.x) 16 hours ago

#

So expect the support to be in next major LWRP release

edgy harbor
#

Awesome! Thanks for the fast answer!

turbid matrix
#

np

#

You do need 2019.1+ tho as I dont see them backporting this to 2018.3 anymore

edgy harbor
#

I upgraded my project to 2019.1 and the trees are the only part that dont work with lwrp, the rest went quite smoothly!

#

well i need find some new water-sahder aswell, but that shouldnt be the problem

turbid matrix
#

otherwise, just wait for LWRP 5.14.0 😃

indigo summit
#

btw

#

is this issue only happened on alpha release?

turbid matrix
#

I think so

#

they are aware of it

indigo summit
#

i'm getting tired seeing them 😄

#

make it harder to read the graph

turbid matrix
#

I reported that over month ago and they said it's a known issue

#

I know

#

tbh, I though that was already fixed

#

but I haven't done SG's recently on 2019.2

indigo summit
#

in LWRP 2019.1 it was fix i think

turbid matrix
#

I dunno if its ever been even broken in 2019.1

#

I think it's from some 2019.2 change rather

#

but could be wrong

indigo summit
#

hmm i think you right

#

i think this is 2019.2 only

turbid matrix
#

it makes more sense, as 2019.2 is still alpha -> not that big prio

#

once they bump it to beta, I expect things like these get sorted asap

#

besides I'm fairly certain that SG getting out of preview for 2019.1 forced Unity to shift most of the resources on SG to make 2019.1 version more stable

#

rather than fix bugs in alpha 😃

indigo summit
#

true

#

well no worries, i was wondering why this is still happened

turbid matrix
#

tbh, I think the release target was too early

#

it's still quite bugged as can be seen on the bugfix commits that keep flooding in all the time

#

if they had merged that in earlier, there wouldn't have been even many releases out with the wrong serialization

quasi mulch
#

github include "Assets/DDGI/IrradianceField.hlsl"

#

so DDGI is the new GI unity are adding

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maybe not good for current consoles

turbid matrix
#

that's the thing they got already?

quasi mulch
#

yeah its on github

turbid matrix
#

I noticed the commit as well

#

no I mean, there's indirect diffuse option on current experimental DXR build

#

I mean, if that's the same thing

quasi mulch
#

hmmm didn't check

turbid matrix
#

it does the same thing so would expect it to be the same thing

quasi mulch
#

this looks DXR/VRT only though

turbid matrix
#

they didn't promote it on notes

#

yeah, it's RT only

quasi mulch
#

useless to me then

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and frankly

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if it's 2ms on 2080 @ 1080p

#

not useful for a while

turbid matrix
#

2ms for gi is fine IMO

quasi mulch
#

on that card designed for 4k?

#

in what project lol

#

its for future games by the looks of it unless some serious acceleration happens... most ppl wont afford it for a while

#

hmmm does this mean I have to upgrade my gpu now? 😂

#

quality of this approach looks awesome though

turbid matrix
#

then again VXGI looked nice as well 😄

#

(talking about nvidia tech)

#

it's not really comparable to raytracing quality tho

quasi mulch
#

it's not intended to

#

it should look same as ground truth mostly if you squint

#

all I actually want is very basic GI so things are dark where they should be :D

turbid matrix
#

you only need RT GI for your products "real in-game footage" screenshots ;D

quasi mulch
#

hahaha

turbid matrix
#

doesn't matter if it runs 5 fps, it's real deal

quasi mulch
#

why don't i just prerender it DCC side and add it to a quad as a texture in game... close up for screenshot

#

streaming gi? :P

#

hmmm

dawn sorrel
#

Hello, I am having issues with my game and having 7-20 frames in vr with the hdrp

#

Here is my profiler. Not sure how to read from it

true zealot
#

spending the majority of the time logging

#

or, a fair whack of it

dawn sorrel
#

I see

true zealot
#

but you need to keep expanding until it stops showing high % or self ms to find the largest culprits

dawn sorrel
#

Looks like that's this

#

From the HDRenderingPipeline metadata file

#

With this error being logged: Screen position out of view frustum (screen pos 1512.000000, 0.000000, 1.000000) (Camera rect 0 0 1512 1680)

#

After getting rid of the error, I still have poor framerate, and it looks like it's because of the HDRP. I know you can't go back once you've started using it, so I'm unsure of how to resolve this, as my VR cameras are still using the pipeline no matter what

quasi mulch
#

This is all CPU cost so HDRP isn't the problem. You're doing something bad or the console is pumping out errors like nobody's business and you haven't got error pause enabled...

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also 0.5 MB of alloc is utterly insane.

#

I have HDRP running 60fps on 3 year old gpu at 4k res so I know it's performant so we just need to figure out where your issue is

turbid matrix
#

well, that's different than trying to run it 90fps in stereo 😃

quasi mulch
#

yeah bit his profiler is insane even for VR

turbid matrix
#

but standard VR optimization practices still apply

quasi mulch
#

this isn't VR raytracing is it? :D

#

it's really nuts!

turbid matrix
#

and by that I mean, you still need to be aware of the content you use in VR, regardless the renderer

quasi mulch
#

yeah but on profiler there

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it's all cpu time

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nobody doing VR is logically going to have so many objects that simply porting to HDRP would explode cpu like that

#

this looks like he's got 2 cameras

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stereo doesn't need 2 does it?

#

(Clone)

turbid matrix
#

no idea what's going on there

#

and the original poster is long gone

ripe fable
#

@quasi mulch I wish VR raytracing worked lol. VR doesn't seem to work in the DXR experimental editor at all, all cameras show a black screen when you enable VR in a project 😦 can't even use my oculus/leap for tracking in a DXR project

turbid matrix
#

I got weird issue on new HDRP project now

#

I get SSR on scene view but not on game view

#

hmmmm, it's not even the new project, it happens on the older project too, so it's some recent HDRP master change

turbid matrix
fading rose
#

@quasi mulch "I have HDRP running 60fps on 3 year old gpu at 4k res so I know it's performant"

1080 is a 3 year old card... 😛
I would love to see the scene you are referring to.
Or some information about it.

Interior or exterior?
How many polygons average per frame?
How many materials? Lights?
How many objects?
Are there animated characters or other moving objects?

quasi mulch
#

yeah its open world 980 card

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ish

#

it's very optimised though :P

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low draw calls etc

#

hmmm not much really going if you think about it

fading rose
#

😛

quasi mulch
#

l

#

lol

#

I'm indie, it's hard to make enough content to stress if you make it well

#

it's way faster than I expected though (under some load is where it shines the most I guess)

fading rose
#

I am pretty sure that in a year or so it will be quite impressive.

quasi mulch
#

2019.3+

fading rose
#

Yeah

cursive tulip
#

A little question (may sound dumb) but do i require using a SRP to use Shader Graph?

true zealot
#

Yup

cursive tulip
#

yep i noticed.

#

Can i access depth,depth normal or camera opaque texture with Shader Graph? (LWRP)

#

I saw it was possible but im not sure if it was on LWRP or HDRP

#

And also if i can,how?

turbid matrix
#

just type the relevant keywords in SG node list, you'll find the things if they are there 😃

#

there's scenedepth node at least

cursive tulip
#

thank you

quasi mulch
#

could really use a proper procedural sky for hdrp right now

quasi mulch
#

sky is coming!

glad tartan
#

Been following the updates on Github as well. Seems to get updated on there around this time

quasi mulch
#

it's basically the final piece of the puzzle for my sky of awesomeness (tm)

indigo summit
#

knowing you, i highly doubt that words @quasi mulch 😁

quasi mulch
#

true, I still need to tackle stars and some kind of epic costellation

#

hdrp looks so good even on the conservative settings

turbid matrix
#

Been waiting for that sky branch to merge in later master before trying it out

#

It is currently based on master from feb

keen linden
#

so they said that with 2019.1 the SRPs are out of preview. Does that mean they also stable for 2018 also, or only for 2019?

scarlet hull
#

Only LWRP is out of preview for the moment.

#

And only for 2019

turbid matrix
#

this planet rendering is awfully specific to just rendering one planet

#

you can't do multiple on the same view with this

upbeat badger
#

how it looks under atmosphere?

indigo summit
#

hmm yeah maybe it's just me, but for some reason i think it is overkill 😄

turbid matrix
#

they also closed my PR as there's a different fix incoming for the SSR issue already

#

I tried the branch with the fix and it does work there, altho SSR flickers on game view while not playing in editor

#

by flicker I mean, it's sometimes using SSR and sometimes not, jumping between few times in a second

#

and then sometimes it's stable off or on

#

it also does this strobo effect with it if I rotate the camera on scene view (game view flicks the SSR on / off) while not playing

#

should have realized that was there before trying to fix it myself 😄 I though that branch for only updating the tests

edgy harbor
#

@turbid matrix Do you know how long it usually takes untill the next official release for the next LWRP-Update?

#

is it like a thing of weeks or months?

turbid matrix
#

it totally depends on the changes they do

#

also since the LWRP and HDRP are both in same SRP release, it also depends on HDRPs state, now more than LWRP's state

#

so if something is in the middle of rework on either side on the release branches/master, the next release is stalled before all changes are in

#

but nowadays if there are bigger changes like that, they use separate WIP branch to avoid cases like that

edgy harbor
#

alright! I guess i stay with SRP for a moment then :D

barren kindle
#

lwrp is out of preview right? does this mean we get ambient occlusion for vr? 🤔

turbid matrix
#

it's out of preview, does SSAO in general work in VR well?

#

you'd think the screenspace artifacts would be annoying there as they mismatch between eyes

#

I'd guess Unity will address the lack of AO on upcoming LWRP PP (v3)

#

Amplify Occlusion kinda works on LWRP but I doubt they've updated it to 2019.1 yet

#

they added some kind of support for PP stack v2 for it

fading rose
#

Please bring AO for LWRP this is ridiculous. We are using hacks to make it work!!!

This works and has next to 0 performance impact, but needs also AA enabled to avoid flickering AO especially if your geometry features thin linear structures, i.e. spokes on wheels, fences or window frames from afar.

https://github.com/beinteractive/LWRPAmbientOcclusion/

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@turbid matrix yes I have received confirmation from Amplify that indeed their version works for 2018.3 and LWRP 4.10. No idea about 2019.1 I have not tested it, but if Unity continues being reluctant to enable AO in LWRP we may need to.

turbid matrix
#

well, Amplify is pretty known for not implementing these prior to release, so their releases lag always behind the official ones

#

I honestly don't quite get why so many companies do this as they could start preparing for the release when RC's get out 😃

fading rose
#

That's ok. They are actually one step ahead where it counts 😛

turbid matrix
#

I do get that they don't want to do the fixes multple times tho

#

yeah, ASE having PP support now is great

#

too bad it doesn't work on HDRP :p

#

and Shader Graphs official PP support seem to be really far away (I know there's a community project for that)

fading rose
#

As a producer I understand why, and especially for small developers, but when a technology is a couple of versions before release, and you are experiencing the last bug fix rounds there is no reason you should not start on your update.

I am participating in various closed Autodesk beta teams and I know many well known software teams that create plugins are part of it too.

turbid matrix
#

yeah, I do understand the release schedule but it's also their main business to serve game developers so being bit early on doesn't really add much extra work

#

I mean, if you do the changes when release is near, it's like 99% guarantee there will not be any API changes anymore

fading rose
#

Being too early does, being ready on time does not.

#

Exactly

#

This way you support your customers better and help them transition faster.

#

Ease their pain. That is what good customer support is.

turbid matrix
#

I've manually updated ASE's HDRP templates for few 5.x versions, I do get it's pain to keep maintaining the changes that way

fading rose
#

Not just message us when you have a problem and we will see what we can do.. Being proactive is key in such cases.

turbid matrix
#

but then again, the package approach we have now kinda separates the development from the main Unity releases anyway

fading rose
#

And as you said, you do nto have to do that from the very first release.

turbid matrix
#

I'm actually now wondering how feasible it would be to make a tool that would mirror most changes between SG and ASE templates :p

#

they do have some structural differences tho

#

but when I updated the templates, it was pretty straight forward work

#

just check the diff from SG templates and mirror the changes to ASE template

fading rose
#

I am not into tools development but I have already noticed that typically a Unity release takes about 10-14 builds before moving to the next stage. (alpha to beta, to proper release)

#

Considering that, you can actually plan around it.

#

And yes, even create tools to automate part of it.

turbid matrix
#

I tend to automate many tasks that I find doing often

#

it takes a while to build some tool but it always pays itself back in the end

#

it's just sometimes tedious to do the tooling itself

fading rose
#

It's pure bad/mediocre/shortsighted planning really. Or worse, in some cases, indifference.

The most shining example is GDPR . EU had informed 2 years in advance that all digital services and websites and games and whatnot that operate in EU must comply. Some, 2 months before deadline claimed that there was not enough time and asked for extensions, others have still not even bothered and prefer to not operate in EU at all, others disregard or found loopholes to shift the responsibility to others (google did for example) .

turbid matrix
#

yeah, everyone was super late on GDPR

fading rose
#

And it is not like Unity doesn't have their roadmap public.

turbid matrix
#

maybe people thought they could get the deadline shifted

#

heh, Unity's official roadmap is almost as good as it didn't exist

fading rose
#

yeah they will bend the will of the universe 😛

turbid matrix
#

all the info is on Unite and GDC roadmap talks

#

but not on the actual site

fading rose
#

That information is available to everyone who is serious about their software business. There is no excuse.

turbid matrix
#

but to get back to topic here, I've noticed Unity moving things from computer to regular shaders lately

#

that change was done initially for Switch compatibility I think

#

but they found out that it was pretty much faster all around or about same perf

#

now there's TAA PR waiting where they just moved TAA from compute to regular shader

#

I clocked the new non-compute TAA to be twice faster than the compute one on my computer @ 1080p

#

but it's possible I messed up the timing as I don't have fancy tools for it + I didn't test in standalone like I should have so don't take those results granted

#

just looked at Unity's own profiler

#

this kinda brings questions if Unity actually benchmarked the compute vs noncompute shaders on stuff like PP

#

or did they just expect everything to be faster in compute?

fading rose
#

hmmm. i am pretty sure they test on various platforms and use cases, but what they do is so complex that sometimes when you use market data in order to prioritize, your resulting strategy may be biased.

#

TAA is something I am no particularly fond of, so 😄 or perhaps I have misunderstood how it works, but I could never make it provide good results except when I used the implementation of Livenda. CTAA.

turbid matrix
#

I avoid Livenda tho 😃

#

plus I don't expect them to do HDRP support

#

they have tendency to come and go, so you can't trust them to stay around

#

if you buy a solution, you have to think that's the last version you can use with it

#

I also wonder why they named it CTAA since it's essentially TSAA

#

I like how TAA works on distant objects but the ghosting kills it near camera (and Livendas solution ghosts too)

#

I spammed #💥┃post-processing a while ago about my experiments on it, it works OK'ish if you omit TAA on the problematic parts of the screen

fading rose
#

Now that may be the word in the market about Livenda, but I have personally found out quite the opposite by contacting them. They were very prompt and even created an updated version that resolved a bug and shared it in advance with me.

turbid matrix
#

well, did they ever return with their SSR solution like they said they would years ago?

#

they just left existing customers hanging there

fading rose
#

I understand what you are talking about but when Unity implements the same for free you understand it is hard to continue putting effort to it.