#I really don't care how Unity is doing
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you don't feel like the demand for creative industrial projects is drying up?
i have.
"Just leave it well enough alone"
apple breaks shit too often for that to work, and you know, hololens is dead. it's AVP or bust
it's too bad, i mean this is something i am lamenting
Apple also has the silicon valley need for "growth" and keeps fucking up things.
And I don't particularly care that hololens is dead, I had no intention of using or developing for it when it was alive
lol
well you know what i mean. i am not up to date on meta's VR funding but i don't think it is as generous as it used to be.
And to be honest I'm not even sure what "AVP" even is in this context. Pretty sure you're not talking about the 2004 box office hit Alien Vs Predator
apple vision pro
Ah, another pointless techwank that'll be forgotten in a year or two
i forget if you work on VR stuff
even the apple fan bois think vision pro missed the mark
The best way to work on VR stuff is to just treat it like the hardware it is, rather than a platform. Make your thing compatible with SteamVR or OpenXR and just let the hardware providers deal with futzing their special snowflake visor into using it
but the issue people were having is spamming the main chat, with something that is not really productive like not really the place to complain about how the company is doing when its just a thead of people asking about usage help
"Hey this doesn't run on my Oculus Quest because it has like half a gig of ram" -> That sounds like a you problem maybe get better hardware
if people don't make money using unity it's really, really bad.
if fortnite became less popular, that would also be really bad
sounds like you just got a bone to pick
like i bought a house and a boat with money i made working in games
No VR support, standard render pipeline, pretty sure it's even using UNet for online play since it predates Netcode for GameObjects
unity was one of the tools i used for half of that career
i mean, i do. i feel like i put a lot of contributions into the ecosystem, and meanwhile unity's FTEs dropped the ball
The engine doesn't make money. The projects do
i'm not the only one
when its no longer suited to what i do, i will find a new way
just like i did in the past before unity
genshin impact is a bad trend for the industry. it would be like celebrating arri alexa if its cameras were used to shoot the first successful bollywood movie release in the US. do you see why that is bad? i mean it's a little nuanced, but it boils down to, you don't want it to be all about costs
Remember when the entire tech world was hyping up Ruby On Rails as "The next big thing" and every project ever used it and then spent like billions of dollars hiring talent to gear up into this massive shakeup of the internet infrastructure and then like six months later angular JS came out and they did that all again for that?
more like, if arri alexa were used by a successful tiktokker
this is an interesting example, because chrome is very similar to unity in many respects. a middleware for vendors' shitty APIs. but google has taken a lot more leadership on ad quality and ad networks.
the web frameworks are more akin to asset store assets than to engines.
google is very concerned with how people make money on the web.
I don't actually know what you mean by this.
Genshin Impact is far and away the most successful Unity product ever made and it's using basically bare-bones features that have been in the engine for 20 years plus an external asset or two, which kind of puts a sock in the whole "If Unity doesn't innovate creators are DOOMED!"
i mean, unity is also concerned. it just didnt' execute.
surely you see that that's bad thoughr ight
they are using unity to save money
they develop the game in a low cost country
and most of the money is earned from a mechanic that doesn't leave a lot of room for gameplay innovation, which is all indie developers have
No? Why would it be a bad thing? It shows that the core engine of Unity can be used to create successful products, which if money is your concern, is what should be the case right?
i used to think this way
but all it's showing is like, why bother with doctorpangloss?
why make an original game?
Actually, they're using it for the rapid iteration cycle, being able to churn out content at a frankly absurd pace, leveraging tools like asset bundles and scriptable objects to reconfigure the game's systems into a veritable content machine that can churn out entire continents of gameplay three times a year
i think they have succeeded in monetizing an audience other than US teenage boys, which is also true of roblox
Whether Gacha or Lootboxes are ethical is a completely different discussion. You can make gacha games in any engine. It's not like Unity is providing the framework for that
your moving some goal posts, and not really sure where the orignal point was
but will reiterate if its failing part of its audience the best way to combat that is with competition
i guess i am saying that in terms of taking leadership on business models, iron source provided a viable way for an indie game - vampire survivors for example, they are an ironsource customer - that works for a lot of different kinds of games on any platform or audience
Honestly, it's part of why I see "if people don't make money using unity it's really, really bad" as a bad argument. It's pretty obvious that the best way to make money in games is to be exploitative
but they didn't do much with it
So, if money's your goal, make an anime waifu gacha game. No need for VR or HDRP or any of that jazz
i think it is proving my point. genshin impact, their most successful game, is based on product development that happened years ago. it's reinforcing the view that unity development has "frozen"
Or they are just using what works for them?
alot of game devs are fairily pragmatic when it comes to tools and often go with if its not broke dont fix it
expecially indies
If you want to use Unity as a form of creative expression, nothing's stopping you. Let's look at the corollary - an absolute labor of love from a small studio that wasn't expecting huge success:
Definitely less than Genshin, but more than enough for a team to coast on for the rest of their lives
So, Unity can make the artistic labors of love, and it can make the industry-shaking monetized slop.
It has the whole spectrum, and it will continue to do that whether it gets Apple Vision Pro support or not
So, who really cares if it hasn't had new features in a while? I'd much prefer they just stuck to one thing and stopped obsoleting perfectly functional stuff every other year chasing some new tech fad that'll die as fast as Ruby on Rails did ten years ago
they needed to take some leadership on how iron source could make artistic labors of love more viable
they repeatedly dropped the ball on that one
their most important product development opportunity was fucked up
The way to make labors of love more viable is to reduce friction between idea and execution, which Unity already does better than every other engine
in my experience, mom and dad make labors of love viable lol
why keep bring up IronSource, even mobile games on unity targeting high user counts for ad rev find IS kinda terrible to partner with and use applovin for mediation
Godot is getting better at that front, and when it becomes better at it than unity, then there will be a problem for Unity
this plays out in hollywood, there are probably 10,000 to 100,000 people in los angeles right now, whose parents are transferring inheritances directly to disney, bytedance and youtube as discounted labor on film productions...
part of the old runtime fee was to force people away from IS competetiors in a pretty shitty way
Honestly, what Unity needs to do if they want to maintain user growth is to spend less money on render pipeline rewrites and more money creating a production studio to fund a Brackeys-level content creator to make entertaining to watch tutorial content to convince people how easy Unity is to operate
this is a good idea, among many that have been discussed in the forums lol
The thing Unity has going for it is how easy it is to just like make game
why is something obvious to us though not implemented? i guess this is why i say quiet quitting
nobody wants to say it
Because it isn't true
and maybe because i'm more embedded in the San Francisco development culture it is more accessible to me to see first hand
for me its a tool that gives me lots of platform support at low effort, and just gets out of my way when it comes to how i approach making the game
Because capitalism. "Good enough" isn't ever good enough for tech companies. Need constant exponential growth for the investors
it is one of many explanations for the arrested development of meaningful features at the company
not doing my own platform support is massive, worked with a in house engine before and that was the worst part
yeah but on the other hand, it's over. there are no new platforms
Once a company goes public, it inevitably dies. It's just a method for the leeches of society to suck out as much money as they can before the company withers on the vine and customers move to something else
i agree with you in general
you are right, but it's product development from a decade ago
PC, all the main consoles (sony, ms and nintendo) mobile (ios android)
thats all most people care about
yeah
Unity could literally cease updates entirely forever and it'd probably be just as good at making games as it is now
i don't know, both meta and niantic have been really generous with funding developers, and i can't say that niantic being private versus meta being public is predictive of outcomes of any particular platform they are promoting for game developers
i'm sure a lot of people at unity feel this way too
which is... bad
Why though?
Why do you need "new" instead of just "works"
it would lose mobile pretty fast, then have issues with the next console cycle if that happened
adobe said the same thing about flash. even mobile safari has to occasionally be updated in response to improvements in chrome
Because investors would lose interest. That's what we're talking about here, right? Needing new exciting features, AI, VR, to trick investors into funding your projects.
it would be nice to have graphical improvements like unreal's, because graphics finances games.
i don't know if it's a trick per se regarding graphics but you are right in general.
you do need to care about the people who hand over the money. i don't not want to be a roblox studio developer. i know someone personally who tried that business as a theory, and it was not viable
i don't want to be a steam workshop developer
you end up trading a bad network, like the app store, for a much worse network, the roblox grid and steam workshop lol
i'm also not sure if AI is a trick per se.
it's a pretty big deal lol
There are two games in the list of best-selling games that have "Graphics" as a major selling point
i mean nearly every question posted in this discord, the vast majority, can be solved by a chatbot, and would probably be more useful for that end user
Everything else is sold on a solid gameplay loop or major brand recognition
this is kind of complicated, because nintendo owns its network
It's a trick for 90% of startups. The Internet was a big deal, but the dot-com bubble was still a bubble.
Gotta slap "AI" in everything these days, even if it makes no sense 
Almost like having a history of making good things that people want to play is more indicative of success than whether or not you can see Norman Reedus's pores in cutscenes
i think if you are a new developer, if you're not rockstar, you know, if you want money to make your game, it will need to look attractive. and anyway, for creative industrial projects, you don't wanna be one of those, needles.tools guys who is trying to convince people to spend all this budget on something interesting only to have n64 graphics
lol
you are not even talking about engines at this point
i think if you are a new developer, if you're not rockstar, you know, if you want money to make your game, it will need to look attractive
since to achieve teh graphics even if thge engine is capable you need the art resources and art direction
To be fair, that's revenue. Not funding to make the game in the first place.
Cruelty Squad is like ground zero of "art kinda doesn't matter" 
hmm that's not really what i'm saying
Using "industry trends" to determine success is how you end up with Concord
and anyway hollow knight, undertale, cruelty squad, they still have a lot of artistic decisions, and a lot of artistic labor
So maybe the actual skill of the people who make the games is more important than whether or not the engine has raytracing enabled by default or not?
Oh yeah ofc cruelty squad is led by a distinct art direction, and isn't random stuff. It's a fun style that is hard to describe the game with lmao
hmm well powerful middlewares helped them save a lot of money
that they also valued their time at zero helped
it's tough
this is kind of proving my point
Yes, and it did that without having native support for whatever wearable tech fad just came out last year that everyone's pushing to investors
that if you have no graphics, well, you will get like $50k up front
even if it's a phenomenal game
i'm not talking about whether or not it's a good investment, i'm saying that as an objective matter, the graphics gets your stuff financed
It still got a huge budget, probably thanks to it following industry trends. I don't know what kind of stuff doctorpangloss is making, but "creative industrial" sounds like client work, where you don't really care about revenue after completing it, just getting the contract and funding. Very different motivations and goals.
you might as well make a board game, and many people do
your arguments are all over the dam place
Which is still 10x more than he asked for and enough to make a game that did so well that Toby Fox is now releasing all of his future content for free forever because he literally does not need any more money
i am identifying the impacts of frozen unity development. a big impact is that the lack of graphics innovation results in really poor financing for its developers, who choose unity over unreal
yeah yeah yeah
i guess the best example is that completely vaporware unreal engine asset flip thing that got money from y combinator
because the graphics looked like something
like it would be nice to have nice graphics out of the box to finance the game lol
it's 2024, and listen, i make a pixel art game, and i ran into these same issues. you can't finance a pixel art game, period, end of story
in 2024 you should have a hope and a prayer of making a demo in unity as attractive as one in unreal
Point is: Engines don't make games. People do. The engine is not an indicator of success. There are just as many flops to breakout hits made in Unity as Unreal as Godot as GameMaker.
epic spent a lot of time in that. unreal developers keep getting stuff financed, even if they don't end up delivering because unreal sucks 🙂
You can plop out a wet fart of a game in Unreal, or you could take the internet by storm with a game made in Unity
tbh I sort of prefer less financing for unity games (as in like investment pressure) since that tends to allow for more unique games to actually exist, rather than the UE cutscene simulators, or 90% of UE5 games looking the exact same because they like art over gameplay (and kind of relies on upscalers to even be playable).
people should be fucking freaking out about the game industry contraction
¯_(ツ)_/¯
people are worried about it, but the solution is competition
The reason most UE games look the same is because the "fancy graphics" that Pangy here is pushing for are actually basically baked into the engine and an absolute pain in the ass to change, while Unity has the philosophy of "Keep the default simple and expandable and people can make it look however they want"
and people being willing just use the tools that suit their work
Yeah true
i mention the industrial creative stuff because i think it has a lot of opportunities for financing for many people, where not just for me, but for many unity developers, you can still make something you are proud of with a real budget
People keep talking about how dire the situation is in the games industry, meanwhile I've got so many phenomenal indie titles getting either crowdfunded or self-funding through early access that I literally cannot get to them fast enough.
Maybe the industry should be spending less time making shiny toyboxes and more time making games people actually want to play and they wouldn't be worried about running out of money 🤔
whereas, and this is the most realest talk there is, most indie game developers are very mercenary. they don't go and support other talent. they make their thing, and they focus on their thing, and it's not like they go and have a junior guy who goes and does his own thing and then that is huge.
every single person who worked at blizzard in 2005 has or will get their own game financed in 2025
If companies can't afford to make games with billion dollar budgets that require a million people to play it for twenty years to turn a profit, well, maybe they should stop doing that
you should totally DM me a list of ones you recommend so I can find some new cool stuff 
it's the same trend in hollywood. stanley kubrick was david lean's AD on lawrency of arabia. this doesn't happen with indie games. jonathan blow doesn't have anyone in the jonathan blow studio who goes on to do something else. he's a mercenary and he's very proud of it. do you see what i mean?
they're not all uniformly good guys.
kind of a digression,b ut it's just to say that it's not about protagonists and antagonists. i am talking about financing.
graphics = financing
engine developments = graphics improvements = financing
then these problems go away
There's this really fun arcadey shooter-ish thing with really simple graphics that focuses on gameplay and simple bang-for-your buck juice effects to make it feel really satisfying to play despite being mostly geometric shapes. You might have heard of it though it's called ||Project Ictos||
i mean mr mojang guy, marrkrksuusss perrrssson, he worked at king
he didn't work at some indie game studio
Can we agree that there are obviously different motivations here if the goal is to get funding from investors vs creating value for customers? Regardless of personal beliefs, shiny new features attracts more investors. I think most of us would prefer to be able to fund our own projects, or use crowdfunding, but that's not always possible.
i can tell you VC introduced to a small company is a hell hole persnally
There are so many other ways to earn money to do a project than involving the Finance Gibbons who are going to pretend they really care about how good a video game is while demanding you add in a battle pass because that's how Fortnite makes a spillion dollars
If a game requires Venture Capital in order to exist, in all honestly, it probably shouldn't
its like you wanted gas to take a drive, and they give you fucking rocket fuel and demand you go to space now
sweeps Star Citizen under the rug
Do you feel the same way about start ups in general? If a business requires outside investment to get started, it probably shouldn't exist? By no means do I like VCs, but making games often also means making a business, and not everyone has the means to fund themselves.
Venture Capital requires a product be as bland and inoffensive as possible to appeal to the widest market. No good art can come from such a place.
By all means, VC yourself up some public service or manufacturing plant that solves an actual, practical problem. If a Video Game doesn't get made, the world keeps on turning.
VC has a tendency to create "Solutions in search of a problem"
I would certainly look towards government grants related to art and technology first. The motivations are purer there, to help establish some tech sector or cultural significance in your country or region.
most places hace some funding for that, or at the very least soft hefty tax breaks for it
it's very illuminating in terms of how the unity leadership 3 years ago viewed things versus today. there was a lot of emphasis on monetization in 2021, and now i don't think there is emphasis on anything
there is a desire for a status quo
that doesn't exist anymore
i really odn't think these things are orthogonal
they are the same thing
Pretty sure that "emphasis on monetization" was widely considered a bad move
i think they executed on that very poorly. leadership on the matter was weak. leadership really means, someone had to put resources into a coherent narrative about how game developers should make money
the very first thing they should have done is prepared a better story about iron source, since the company is iron source.
instead of calling developers fucking stupid
now i think things are pretty directionless. since the AVP bombed, the status quo story doesn't really make sense. the platform shaven't changed for a long time
Pretty sure they were getting regularly clowned on for trying to push for predatory monetization so hard which led to the "Fucking idiots" line in the first place
yeah i would have done things very differently. i'm not in charge, and there were no substantive channels for that feedback from the community
they listened to non-substantive channels like Kotaku
The feedback was pretty clear though: "Fuck. That."
People don't want games full of microtransactions and ads. People are tired of whale-driven game design. The issue is, that those games don't need a majority. They need to capture the wallets of a few exploitable people and the hell with everyone else
And I think the community made that abundantly clear
mercenary indie game developers made a loud but actionless opinion
And also, you know, the players. The ones who are actually buying the products
hmm i don't know. most of the players of most games are kids and they are the ones buying skins. robux $5/mo subs are very popular
however all that is showing is that making an alternative to "Powerful Network" for monetization is hard
I think most players would be pretty happy if engines like Unity made in-app-purchases and other predatory gimmicks as hard as physically possible to implement
that's kind of what iron source does, by synthesizing a network out of disparate games, but they didn't really tell that story
i think they did a bad job at developing alternatives
iron source has a good story to tell there, but it's too complicated
i mean, maybe it is, maybe it's not
if you can comprehend that steam is a network and tiktok is a network and the nintendo eshop is a network, you can understand that iron source's little ads sdk can also be a network, if you're savvy
iron source is just a medation network and not even the best of the bunch
the idea is to cross promo effectively across owners, i.e., to synthesize a network
you are literally just saying what 90% of mobile games already do
yeah i don't think it's a particularly innovative idea
it was just a matter of storytelling
some did with IS before unity joined with it, some with applovin some doing there own medation
I really don't think "They do this thing people hate better than other people who do it worse" is much of a leg to stand on
i don't know when i see the ironsource playable ads at least i think, huh, they are thinking about ads quality
which is good
Absolutely nothing of value was gained from Ironsource. Games would be better if no one could monetize in the way they provide
they just couldnt' tell that story
every network provides playables
Mostly, when I see a playable ad I think "Ok but what does the game actually look like" because these ads literally don't even show the product they are advertising
it made sense though why unity would care about playable ads, or at least ads quality. there are some synergies there at an engineering level that are not as easy to do if you e.g. ran ads inside a unreal game
still nothing new, there is a reason they are fighting applovin so much and tried to use the runtime fee to compete with it
i think we already know a lot about how this stuff works though lol
mercenary indie game developers have theirs. it's not a good audience to rate business models on
applovin - they are called data.ai or whatever now lol
You say "Mercenary indie game developers", I say "People who want to make games, not capital"
like yeah, there is a lot of space for a lot of success
i am just saying that they are no protagonists and antagonists. but i will tell you now, the holly knight developers, as wonderful as they are, spend exactly zero brain cycles thinking about how my game development can be financially viable
i don't expect them to
it's not a role they should occupy
Mobile gaming is a hellscape of dark patterns, out and out exploitation of gambling addicts and minors who don't know better, and we should be trying to eliminate that market entirely not make it easier to cater to
it doesn't help that nintendo wants to deal with publishers, so there aren't actually any independently published games on the eshop, and so when you talk about the people who have made it, who get 1/3rd or more of their sales from switch, well, they are like any other studio
that is literally straight up false information
yeah there have been some thoughts about how to convince apple to ban literal slot machine games
if you want to get a switch SDK license, you know, i don't know. you are either rich enough to be able to afford to pay for a producer, in which case, maybe you are self financed, but the majority of people are working with publishers like devolver digital or similar
there's a reason there aren't many simultaneous iphone and switch releases
even though you develop on unity, it should just be a checkbox right?
nintendo doesn't wanna deal with you
apple arcade, where apple is your publisher, they want you to have a finished game already, either in the past that has "proven" that you are "successful," or one that you will put in the platform. that's publishing. nintendo looks at 10 games that are finished for every 1 that is unfinished and is that developer's only game.
it's not unique
a devkit does not cost that much once you get approval for switch dev
for most the part its just changing some input handling and file IO stuff code wise
alot of games that are iOS are kind of a bad fit for switch
monitization is totally different
its not a approval, or dev cost/time thing
there aren't many simultaneous switch and anything releases
maybe iphone is the wrong comparison
sufficie it to say it's not for lack of market demand. everyone thinks nintendo is kind of annoying to deal with.
i guess my point is that it's old. this is all old news
its like dealing with a company as far as devkit and support its better then xbox
unity has delivered on, it's a checkbox
xbox has died 😦
this is what is really scary about unity chasing hte status quo
meaning how it was operating in 2013
they didn't do anything to make Apple Vision Pro a hit
it was kind of a lazy port. so the number of platforms they need to support has been contracting
i mean they Need to Support Xbox
look you don't even know what your point is anymore, and move the post no matter what people say even when they agree but think the soultion is different
my most important point is that, at least among people who are engineers, like you and me, the very first thing is to
instead of worrying about
iron source
DOTS is a failure
How is it a failure
not sure what point that was supposed to have, but ok as a engineer i do not worry about IS, and well DOTS i evaluated a long time ago and it did not provided a better soultion to the problems i need to solve then the other approaches offered so i did not use it
that is the same thing a lot of devs did with it
not everything needs to be a win for every case, nor is that even possible
Didn't return a bunch of money to the investors
As you know, any growth amount less than "infinite" is a failure
lol i mean that
it wasn't a good idea
like from an intellectual, broad strokes point of view
it was poorly executed
and it is an evolving and escalating boondoggle
it is playing a role as a niche sales tool for poorly-informed teams who want C++ inside of C#
instead of playing a role as an actually good idea, an actually good way to engineer simulators
Don't see how it is niche at all.
they took the wrong bet on how authoring simulators works
What about it is "poorly executed"
Cities Skylines 2 is a big fiasco. i think if more people played the two point studios game that uses it, the issues would also be better reported there
in terms of how it is actually designed
it takes all the worst parts of programming via attributes, which nobody likes
and combines it with all the worst parts of SIMD APIs, which is new names for old things, like NativeArray
Skylines 2 also had shit model optimization in general, so the game as a whole was a fiasco
yeah well, they say it was ECS, which is true, it was. they already made a pretty performant simulator in C#; or, they could have just written the simulation in C++ and written it as a plugin, or Rust, or whatever they wanted - the real story is that Unity's plugin interface is a hassle, and Unity could probably make the plugin interface 100x better with two months of product development on just e.g. making a decent CMake, vcpkg, crate, etc. packaging for their plugin interface instead of 7 years of product development in DOTS
there are random single people on github who have done more to make authoring unity plugins easier than unity has
Such as?
then it's like, who cares about porting Obi Physics to burst. same story: the platforms haven't changed since 2013
there are multiple cmake projects that try to make it easier and some do
the fact that their own developers have to reinvent the plugin toolchain every time should have been a wakeup call
this is just small stuff.
small stuff with big impacts
I'm asking for actual examples. Links
https://github.com/iBicha/NativePluginBuilder it is a really tiny amount of work
i think a lot of people use valve's openxr build as a template - https://github.com/ValveSoftware/unity-xr-plugin/blob/master/CMakeLists.txt
i used com.unity.webrtc's
cmake my unbeloved
but nice stuff
yeah
well you see wha ti'm saying
it could be Rust
it could be whatever
i also did a .net 8 AoT XR Plugin using C# as a native plugin
and it worked fine
i was surprised i could Just get it to work
and it was mind boggling that unity doesn't do this stuff
they are too focused on inventing a bad, ad hoc, poorly specified programming language on top of C# out of codeweaved attributes
so called HPC# was a bad idea, and continues to be a bad idea, with low adoption.
it's just disappointing that it's been a few years
and literally nothing has changed
that's like $800m in product development gone to websites that don't make sense to make for $800m
it doesn't make sense to make UGS in San Francisco, CA for $800m.
there are just so many more web developers than game engine developers, i think they got caught up in the momentum of product development from 2020-2022 that doesn't really matter anymore
unity has 10x'd the amount of website they have. guys, you make a game engine, not a website
like look at the UGS channel
they didn't need to invent a key value store
do you see what i mean?
or all of kubernetes
and i've been to an openmatch meeting from 2021, and it was a wake up call
it was 9 product managers and 1 developer in bulgaria who was doing everything
so it really is a big hangover
HPC#, Burst and Jobs is a huge value add for me, and makes other engines with C# but not anything comparable to HPC# a lot less attractive to me.
yeah but if the alternative was first class plugin support, it would probably be redundant no?
you already use plenty of code written in other languages in your game. it's just already compiled/packaged for you
So I can share code between my C# code and C++ code?
I can use structs I defined in C# in Rust?
or even a dedicated simd language, or python which people have been agitating about forever
you mean in my fantasy where they do the 3 days of work to make the FFI work well? yes
Even with good FFI, I would still need to redefine each type in each language. Unless you're talking about code generation.
people already did this. like obi physics
Native error insta-crashes suck to debug
yeah but it's certainly tractable. like i had to deal with those too, and honestly, attaching a debugger to unity and dealing with com.unity.webrtc crashes for stuff i added was not that bad. it isn't necessarily a big part of the journey, because the problem with burst is that forces you to write everything from scratch. it's not like there are libraries out there for stuff written in "HPC#". whereas if the plugin interface had a tiny bit of product development in it, you could leverage such a big ecosystem of exciting new things
an excellent example of this is their foolish cycles wasted on Sentis/Barracuda. why are they making their own second ONNX runtime implementation?
let someone else do it. it would be easy if plugins weren't a huge pain to author, and they're a huge pain to author for mild reasons like packaging.
yeah there are a bajillion pre-existing interface descriptor languages or similar ideas. they could choose one.
The native plugin builder is cool, but it isn't going to magically make any dependency you use cross-platform supported. There are still many things you have to consider to ensure cross-platform support, which is automatic with Burst.
yes well they could have put some resources into that
they could provide ios building services for free, for example, which is the only thing that is truly painful.
that would go back to their core competency of being multi-platform middleware for people's shitty apis
and something only they could do. instead, it's GitHub which is fulfilling the role of, fixing the pain of building for apple. isn't that nuts?
I love that Unity is planning on moving core engine features from C++ to HPC#. I think it's the right move.
you know they say that
but it isn't happening.
i remember when they were talking about that 3 years ago, and then like, 1 year ago i encountered, "in order to support async better, we wrote all this bespoke C++ code"
and made things more coupled and worse
anything as an alternative to C++ would be better, but HPC# is one of the worst options
it's especially ridiculous coming from them, when features like navmesh are just some open source project they literally never talk about
which they could use because itw as written in C++
and now what? i mean, their core strategy was integrating things they lift from other places. vendor graphics apis, libraries, etc. that's not bad
but why commit to a way of authoring your code that isn't vibing with how your org actually does things? Bad idea.
hence, no new features!
there are a bajillion commits in com.unity.webrtc, which i am most familiar with, but i think is representative of their projects as awhole, that were like, "this is how unreal engine does it, and it is copied and pasted here for reference," and those developers were just from Japan so it wasn't enculturated to not put that into a commit message or a comment
UGUI was, what if we asked the china contractor team to copy NGUI?
it's just the energy of the company
that it's happening less often is bad, not good.
HPC# means that an already very expensive thing to make, a game engine, becomes asymptotically more expensive, since they cannot copy shit as easily
it makes their cost structure look like Apple (swift) and Google (golang) which is not good.
and that's why i talk about UGS so much. it is websites. they make a game engine!!
this is the thing that is navmesh
I hate NavMesh. I hate how inaccessible it is to me as a developer because it's this black box integrated into the core engine. If it were a package implemented in HPC#, it would be immediately more accessible to me. I could easily inspect it, add to it.
listen if you say burst is useful it is useful but it was one of the worst choices for them
well they could have plugin-ified it by now
Is HPC# an actual thing or is it more of a term
it's their term
Ah okay
it's intellectually honest of them to say what it is
i appreciate them calling it that
Term mostly encompassing Burst, but arguably also includes things like Span, ref, any features of C# focused on high performance.
it will never be implemented in HPC# because all the value is tied up in its being this pre-existing library they found on the internet with useful license terms
as soon as they have to write it from scratch, they are a giant company, they're going to revisit all aspects of the design
and now the cost structure looks like Apple's instead of PUN company's
so nothing. gets. shipped.
at least i am providing a coherent thesis here, on why there are basically no new features
this is why i think DOTS is the biggest boondoggle
it's not hte fucking license change
if unreal engine didn't exist, if it weren't open source, there wouldn't be HDRP either
HDRP exists because they could go and read Epic's source code
why pretend otherwise?
It exists because they hired senior graphics programmers from other companies, probably also Epic, that wanted to implement a high definition render pipeline.
yeah well
that's true right? it's because it exists
it's open source. everyone can go and read it
senior graphics programmer came from there, read it, can continue to read it, etc.
HPC# does not help them
and lo and behold, the CPU jobs they have written in burst for it, they are years old. development also sort of arrested there.
there's only so many shadow calculations you have to do
it was a huge distraction from fixing directx 12
which took them years
and was the bane of my existence
there's no HPC# directx 12 API
i mean, maybe they should make one!
that would make sense.
i can't get a native fence out of a graphicsfence. it's 2024. that's the whole architecture.
I don't know enough about Unreal's renderer and HDRP to know how they compare, but I've not heard any claims that HDRP is just a cheap copy of Unreal's render pipeline. The vibe I've gotten is that HDRP was mostly spearheaded by one senior graphics programmer who wanted to create a new render pipeline from scratch to solve new problems, not just copy another legacy implementation.
And I think that developer may have left already, so development on it is stagnating.
yeah
i'm the only one making claims lol
you can see for yourself
radiance cascades are straight from the literature, their shadows solution - which by th eway, constantly has artifacts that unreal does not have - is original
i haven't seen the unity C++ source for hdrp
if it were a more faithful copy of unreal it would actually be way more useful
and that was the criticism way out the gate, inarticulately put by poorly aggregated feedback. it was characterized as bad defaults compared to unreal, which unity responded to by saying that there is more control. but actually, there is only one naturalistic rendering look that people wanted, and their architecture, being copied from unreal, can easily support it. i don't know why they made the decision to not set up Unreal 4 Natural Rendering Style as the default.
I don't like HDRP, so I'm not going to make any arguments for it. It's cool to make a fully physically based renderer and go all in on that, but like Unreal, it has to sacrifice customizability to reach that goal.
it should have sacrificed customizability
i don't know. it's been years. ship defaults people like. why does it have to be so hard

There is no hdrp c++
HDRP is written in C# afaik https://github.com/Unity-Technologies/Graphics/tree/master/Packages/com.unity.render-pipelines.high-definition
It's only the core drawing methods and command buffer magic is written in c++, but it's not included in HDRP, it's the base Unity engine
You can easily take a look if something is copied from Unreal
@still vault would not pay them much attention which is why we moved out out of a main channel
Also they left the server