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Resolved 48bit Transform instead of 32bit Transform

Discussion in '2022.2 Beta' started by Quatum1000, Jul 20, 2022.

  1. Quatum1000

    Quatum1000

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    Hi
    Are there any plans to include 48bit transforms for shaders and objects in Unity?

    All technical possibilities are available to pre/unload sceneries based on camera position, but creating worlds using larger distances over 4000m having render issues with bad jittering over all.

    An extend of the transform component from 32 to 48 bit floating point vertexes would be enough to move the camera along far distances and does not affect the data transfer by the command buffers over the north bridge to the GPU not to much. Alle the C# mono transform commands using 64 bit functions anyways.

    Unfortunately the 32 bit floating point transform restriction is the most ugly issue for building PC and Xbox games in Unity.

    Any thoughts on this by the unity team?

    Thank you.
     
  2. merpheus

    merpheus

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  3. TJHeuvel-net

    TJHeuvel-net

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    There's also camera relative rendering in HDRP
     
    DragonCoder likes this.
  4. merpheus

    merpheus

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    That one only fixed the rendering jitter though. Physics and other things remain unfixed from what I remember.
     
  5. Quatum1000

    Quatum1000

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    Hi thanks for the info..
    Does this framework work with the older dots prior v0.5 and standard RP as well?

    For me the link is temporary unavailable. StarLink has some issues currently.
     
  6. merpheus

    merpheus

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    I expect it to be working. From what I checked in the code, there is no RP specific code. Just playing around with transforms, caching and updating stuff.
     
  7. jjejj87

    jjejj87

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    carl010010 likes this.