#virtual geometry
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For that to happen, Unity would have to essentially make it from the ground up. It cannot simply be ported over, as Unity China is a separate development team from the rest of the world.
Whether or not Unity intends to play catchup in that regard, I cannot say.
Indeed. The goal of the Unity China Engine is to re-write the code base to match international regulations. Doing so they are also adding new features to match their market requirements, here in particular for industrial usage as mentioned.
Given that the code base is diverging, mutually reintegrating features can be more tricky, and again might need rewrites to match international regulations.
Re. Virtual Geometry, this is something we have been considering, but we have taken a different approach to the problem. Virtual Geometry is the graal of GPU driven rendering, it is only available on high-end devices and ideally requires a good GPU driven tech stack underneath.
This is why we have decided to invest first on the tech stack which enables a wider range of devices: GPU Resident Drawer and GPU Occlusion Culling which are both now available on Unity 6 and compatible with a wide rande of mobile, PC, consoles, and XR devices.
But the relationship with Unity China is great to mutually learn from each others approaches and markets.
For what's next, our priority is again more on enabling as many devices as possible (eg: MeshLODs) and simplifying our product offering (Unified render pipelines). https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/2766-meshlod?&utm_medium=social&utm_source=starter_share