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Yeah, saw that after. Super facepalm Unity!!!
Wait... Why can't you just check for changes when you go to push? The delta wouldn't even actually matter at that point because even if something...
What's the discord? I figured out how to implement it in the editor.
Made a few mods because there was a sampler limit. I'm just reusing a sampler state for the albedo textures on each baked level. I will update...
Yeah, that would be so nice but I'm sure there's some limitations to the amount of samplers or something like that.
This new shader is amazing. I wonder how hard it would it be to add color texture support to the shader using a lerp based on camera distance?
Bump :)
I still hesitate to say it's a game changer (yet) though. These kinds of tech discussions about upcoming Unreal tech are always happening. And...
Virtualized GIM is (I assume) just an abbreviation for Virtualized Geometric Image Mapping. I just called in VGIM (shortening the "virtualized"...
Hmm, that's true I guess. But your GPU is likely 2-3 years old at best. I'm skeptical if the claim is that VGIM will perform on non-current/next...
That being said we still don't know what mobile support looks like for virtual GIM. It could very well just be a fallback of the existing...
That's exactly my point though, so why are all these users jumping to stark conclusions assuming this whole thing is anything more than just a...
I never said it would be easy. But its certainly doable for folks who know what they're doing. [MEDIA]
Yes I definitely could, the source is available on NVIDIA's website, and there are multiple examples of implementing it. I'd spend a few months...
Nanite is nothing that can't already be done in every engine supporting DX12, Vulkan, and OpenGL.
Thank you.
This idea that what Epic released is changing the landscape, just shows you they're brilliant at marketing. Yes, virtualized GIM is new tech...
You do realize that mesh shading is supported on Vulkan, DX12, and OpenGL right? That's pretty much every platform in the modern era (apart from...
I still don't understand why we're all clamoring over UE5's Nanite when any engine (with DX12/Vulkan support) can integrate a mesh shading...
1) Okay, let's say that's true (I'd like your source by the way). Would there be conceivable difference between either technologies? We've already...