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Hehe I just tried and realized it for myself :D It seems a game engine is a much harder task than I had anticipated. I mean its not just the...
So technically you introduce an abstraction layer between the engine and the APIs. Yeah this makes total sense (Although not planning to learn...
So I'm creating my first DirectX 11 engine as a learning project. While the standard features are easy to implement, achieving high performance is...
Sounds reasonable :) Thanks again!
I needed to include #pragma enable_d3d11_debug_symbols but for some stupid reason I added it to the wrong shader... Anyway thanks for helping out!...
I have just upgraded from visual Studio 2019 to 2022 version and in the player settings I have 2 options .Net Core 2.1 and .Net Framework. Why is...
So recently I started using Intel GPA and Nvidia NSight Graphics. While both programs work smoothly with Unity I have problems with shader...
That is a good idea never thought of storing in the UVs, but since I need to store Normals and Tangents too I am thinking of storing them in a...
This is what I expect too, maybe it is not a complete stall maybe it occupies only certain units, but all this is too low level for my...
Hmmm I know I can modify the vertex Buffers directly, but won't there be some problems over time due to precision issues? Otherwise you're right...
Thanks a lot! I'm going to take your word on it and avoid it for the time being, maybe in the future it will be more stable. I'm almost never...
I am 99.9% sure there is concurrent execution I'm just not sure about the fixed pipeline stages. I mean the rasterizer and the Blending in the...
So lets say I have a draw call of a mesh with 10 triangles/30 verts which only cover a small portion of the scene. So that will mean 30 vertex...
You are right it is no longer supported by modern hardware. Since I'm fairly new to graphics programing APIs many old/obsolete methods look like...
Modern GPUs (Nvidias Turing and later) support half precision at double at double processing speed than full 32 bit floats. Also it reduces...
You are most likely CPU bound the animator Component uses a lot of resources. I had the same problem some years ago the solution is handling the...
Fragment shaders support rendering to Unordered Access Textures/Buffers do games take advantage of that or mainly use them for Compute Shaders?...
So I guess TAA is the way to go. Btw I looked around for increasing coverage samples and turns out it has already been implemented by both Nvidia...
While I spent last months studying DX11 I somehow totally forgot about HLSL. I got more reading it seems! Btw SV_SampleIndex is not mentioned in...
So after re-reading all of DX11 Documentation and looking around for AA implementations I came across this very helpful DX Guide...