Now the "simulation" is starting to be utilized more, so we are multithreading it and making sure the entire stack runs in Burst.
Beyond those two there is of course a bucket list of technical and algorithmic optimizations we are implementing over time (not always mentioned in the notes either).```
I would like to know how to implement solution to solve graph problem that able to solve graph problem not just at bake time but also at runtime. Basically add/modify/remove node graph at both bake time and runtime. The comment above is about DFG at 2021 that I believe official should implement the backend tech to solve graph problem at truly efficient way that fully compatible with dots for maximum performance. I would like to know how can I implement similar things that just work without using any hack like burst function pointer. Even better if official can just release experimental DFG for me to try out first.
#Graph problem
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Hi ๐
I wrote that original comment. Are you looking to implement a runtime graph execution in Burst specifically?
Ya. Runtime graph and static graph at authoring baker. Actually I guess implement graph not just require burst but also require Entities, Collection and Mathematics right? Actually even better if official can just release latest DFG. It has not been updated for years.
@sharp ocean Let me know how u implement it when u online
Hey Lim, sorry I've been away.
graph not just require burst but also require Entities, Collection and Mathematics right
You should be able to implement a graph using just Burst, but DFG itself also depends on entities collections and mathematics additionally.
Actually even better if official can just release latest DFG. It has not been updated for years.
Yeah, DFG will solve your case. We stopped the public updates focusing on tying it well together with the new animation system. Do you need the performance boost from Burst already?
The plan is to release no later than the new animation system, and this is the most recent update: https://forum.unity.com/threads/animation-status-update-q3-2023.1483845/#post-9385415
If you have further questions about release time and such I would encourage you to ask in there, I can help answer any other technical questions you may have ๐
- Janus
๐ค One thing I'm quite curious. Why dots audio implemented based on yet another DFG solution i.e. DSP Graph? Is that reason behind it is to speed up development instead of figure one size fit all generic DFG solution?
@sharp ocean ๐ง Btw if I understand correctly this new animation system will be shipped with complete full source code together with full source DFG right? So it's no longer like current game object mecanim animation system which is black box that a lot of implemention locked at C++ land which can't expose to most unity user
DSPGraph predates DFG, and in fact DFG was originally developed as a controller for DSPGraph!
Yes, it's completely implemented in user land in C#.
Btw this new animation system only requires entities for game object land project meaning that it's still using game object skinned mesh renderer to render character meanwhile entities graphics and entitites are required for dots project?
Great question. I believe in GO mode it will use the game object mesh renderer, whereas in subscene ("dots mode") it will use the dots skinned mesh renderer.
I'm not the expert though, so you might want to confirm with some animation devs
๐ฅฒ But I dun have any animation devs that I know to confirm this
Btw do u mean not just DFG but also the entire new animation system shipped in full C# available to all unity users?
Are you asking because you intend to modify the animation system or just extending it (ie. custom nodes)?