#virtual geometry

1 messages · Page 1 of 1 (latest)

bleak junco
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  1. Why this and other advanced features from Unity China Engine won't get imported into Global Unity version? (Would be nice to have at least some good reasoning that why - now that unity is back to being nice Company ; )

(*personally this is very critical feature, when working in non-games, huge CAD models, vr, etc.)

humble tinsel
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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.

normal mulch
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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.

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Given that the code base is diverging, mutually reintegrating features can be more tricky, and again might need rewrites to match international regulations.

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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.

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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.

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But the relationship with Unity China is great to mutually learn from each others approaches and markets.