Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

GPU Lightmapper.

Discussion in 'Graphics Experimental Previews' started by Thall33, Mar 22, 2018.

Thread Status:
Not open for further replies.
  1. Thall33

    Thall33

    Joined:
    Sep 18, 2013
    Posts:
    134
    I'm so pumped for this feature! In today's Unity blog they talk about the Octane Renderer and its use of GPU lightmapping, is this the same thing featured in this weeks GDC talk or a seperate GPU lightmapping solution?

    Reference of gpy progressive lightmapper at GDC


    Blog about Octane GPU lightmapping.
    https://blogs.unity3d.com/2018/03/22/octanerender-for-unity-update/
     
  2. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    Two different things (with a very similar purpose). Unitys own GPU lightmapper is scheduled for a public preview via a build of 2018.2 at some point I believe (I dont know if it will be in the actual 2018.2 release)
     
  3. sendspace

    sendspace

    Joined:
    Jul 24, 2016
    Posts:
    40
    how can i activate this new lighmapper ?
     
  4. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Not yet.
     
  5. Thall33

    Thall33

    Joined:
    Sep 18, 2013
    Posts:
    134
    Thanks for clearly that up @elbows
     
  6. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    No problem. Also note that at this stage OctaneRender is still Windows & Nvidia only. They are working on rewriting their systems to be based on cross-platform and cross-vendor stuff rather than CUDA, but they are not there yet. Whereas the presently unreleased Unity GPU progressive lightmapping is based on cross-platform/GPU stuff from the start.
     
  7. sendspace

    sendspace

    Joined:
    Jul 24, 2016
    Posts:
    40
    guys, what about segi dynamic voxel-based global illumination, are you gonna support it in hd pipeline ? its now open source and i hope u guys make it in good use.
     
  8. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,982
    what you mean, support it? Its open source, so what more do you need in order to integrate it into a projecT?
     
  9. sendspace

    sendspace

    Joined:
    Jul 24, 2016
    Posts:
    40
    Daemonhahn as far as i know segi doesn't support HD pipline and as every open source the development will be slower. it will be great if unity support segi same as they did for pro-builder.
     
  10. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    Like most realtime GI solutions, SEGI has various issues and limitations and I really would be very surprised if Unity decided to use it themselves.
     
  11. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I imagine the correct approach will involve possibly path tracing in part, things like that, it's where GPUs are putting their muscle. Even DX12 has a raytracing API and Vulcan to follow I guess...

    I mean GI, we've got enlighen and with some wise massaging it fulfils all but the most dynamic use-cases.

    SEGI being open source, perhaps it will have a HD version some day.
     
  12. sendspace

    sendspace

    Joined:
    Jul 24, 2016
    Posts:
    40
    How about applying for the 2018.2 alpha, can i ? i want to use the gpu light mapper :)
     
  13. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,982
    unlikely
     
    hippocoder likes this.
  14. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
    does this GPU Progressive Lightmapper would be available on Unity LTS 2017.x versions at future?
     
  15. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    No, only bugfixes are back-ported.
     
  16. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
    oh ... most of my assets are just compatible with 2017 and can't convert or change these tons of assets to 2018 !! :/
     
  17. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Is there a reason you can't convert them? the built-in renderer seems by large the same as 2017. You should know the GPU lightmapper isn't out for 2018 for a while yet as well, they're still just talking about these things being generally sometime in 2018, not specific.
     
  18. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
    some of custom hlsl shaders and some of postpro scripts and shaders :/
     
  19. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Yeah those should all still work the same. Is there a specific upgrade problem you're having? (note: you should only ever attempt upgrading a project on a copy)
     
  20. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,791
    For the record, I use all custom shaders and all custom post processing, they all worked fine in 2018 (at least from my limited testing, but I did get a build running).

    You don't have to switch to the new rendering pipelines.
     
  21. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    People should only consider them for projects in very early or planning stages (or with 1.0f metallic balls).
     
    AcidArrow likes this.
  22. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
    @AcidArrow and @hippocoder
    thanks for your response ...

    my bad! i switched to HDRP ... but some of old assets does not working correctly! needs to reworked ...
     
  23. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    HDRP requires complete rework of all materials. Consider it a *different* game render engine. I think most people will agree with me, that the behaviour requires that thinking.

    Unity staff constantly recommend you only use HDRP for curiosity and learning purposes for now because it is very much WIP and subject to change.

    Lightweight pipeline is ready enough IMHO! so we're left with two options really.

    If people read this post in future, check the date - above text is relative to March 2018.
     
  24. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,791
    I agree.

    (although I am very tempted to write my own SRP (or at the very least, take lightweight and remove almost everything...) and we're not in very early dev :p )

    EDIT: We're getting a bit off-topic though, thread says GPU Lightmapper.

    Bottom line is, if you don't switch to SRP (and you probably shouldn't), from my experience, transition to 2018 is pretty smooth.
     
    quixotic and hippocoder like this.
  25. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
    yup .. i love the new version of standard shader ... new refraction method on standard shader and good subsurface effect for vegetation ...

    it would be great if just port this new standard shader to legacy rendering method :]
     
    sanmn19 likes this.
  26. Gametyme

    Gametyme

    Joined:
    May 7, 2014
    Posts:
    618
    I thought this was coming in 2018.2?
     
  27. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Nope, 2018.3 at the earliest.
     
    AcidArrow and Gametyme like this.
  28. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,117
    I doubt it will be 2018.3 though, if it were true, then Unity would have made more noise. I predict 2019.2 with a preview tag.

    I will dance on my roof if it comes any earlier of course.
     
    hippocoder likes this.
  29. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Yeah I'll throw the ivories on that one...
     
  30. lolclol

    lolclol

    Joined:
    Jan 24, 2013
    Posts:
    212
    when is the gpu progressive will come and which version of unity ?
     
  31. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,117
    What I am concerned about is not just the GPU mapper but lighting in general. Lighting atm, is very restrictive and under performing. I hope they can introduce new lighting techs for HDRP soon - if that is even planned.
     
  32. dreamerflyer

    dreamerflyer

    Joined:
    Jun 11, 2011
    Posts:
    927
    now this feature is priview with unity 2018.3 beta,but any demo to test?
     
  33. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    When it comes out :)
     
  34. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
    There was a positive sign today as they changed the status of the GPU Accelerated Lightmapper (Preview) in 2018.3 Roadmap from "At Risk" to "On Track". This suggests Progressive GPU Lightmapper will make to final 2018.3 after all.
     
    Gametyme, buFFalo94 and abaky like this.
  35. buFFalo94

    buFFalo94

    Joined:
    Sep 14, 2015
    Posts:
    273
    Except the new prefab system This is the only feature i want to test in 2018.3
     
    Last edited: Sep 15, 2018
  36. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    That's already in the beta
     
  37. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,791
    Interesting. Can we get some sort of confirmation? Will we get a preview version of the GPU lightmapper in 2018.3?
     
  38. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
    There's no other public info other than the official roadmap, I know only what it says :) And the entry says it'll be preview.
     
  39. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,791
    I know. That's why I somewhat indirectly asking for a Unity dev to chime in and tell us what the plan is :)
     
  40. buFFalo94

    buFFalo94

    Joined:
    Sep 14, 2015
    Posts:
    273
    I was talking about GPU Lightmapper that's hasn't been released yet! I've checked in B1
     
  41. buFFalo94

    buFFalo94

    Joined:
    Sep 14, 2015
    Posts:
    273
    I really hope so. Otherwise this version is just useless for me (IMHO) and i'll wait for 2019.1
     
  42. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    Ah, got you. I'm looking forward to it as well.
     
  43. Thall33

    Thall33

    Joined:
    Sep 18, 2013
    Posts:
    134
    From the 2018.3 beta release blog:


    Charles Beauchemin

    September 13, 2018 at 2:55 pm Reply

    As you can see on our public roadmap ( https://unity3d.com/unity/roadmap ) the GPU lightmapper is scheduled to be shipped in Preview mode for 2018.3. We are hoping to have it available in an upcoming beta version.

    Since stating this its been switched to on track from at risk. Should expect it in the next beta release...hopefully :)
     
    Gametyme and rz_0lento like this.
  44. Justin_Wingfall

    Justin_Wingfall

    Joined:
    May 15, 2014
    Posts:
    125
    I agree, the only thing I was waiting for was gpu lightmapper.
     
  45. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
    This is really common, if you look around these forums, there's been even people who quite vocally ask Unity to drop everything but feature x from 2018.3..

    So far I've seen people only wanting a) gpu lightmapper, improved prefabs, particle improvements, new physx. This is fine, people have different needs but it doesn't make the new release "meh" for majority if it can offer one thing here and there for the users. You can never please everyone.
     
    elbows likes this.
  46. rz_0lento

    rz_0lento

    Joined:
    Oct 8, 2013
    Posts:
    2,361
    Thanks for the link, I totally missed that. Good to hear that it's coming sooner (was expecting to happen only later during betas with the previous info) :)
     
    Thall33 likes this.
  47. Thall33

    Thall33

    Joined:
    Sep 18, 2013
    Posts:
    134
    Beta 2 is out. Not seeing it in there. Fingers crossed for Beta 3.
     
    Archviz3d likes this.
  48. Justin_Wingfall

    Justin_Wingfall

    Joined:
    May 15, 2014
    Posts:
    125
    lol dont hold ur breath. I wouldn't count on it.
     
  49. Thall33

    Thall33

    Joined:
    Sep 18, 2013
    Posts:
    134
    I'm not, just crossing fingers
     
  50. Davood_Kharmanzar

    Davood_Kharmanzar

    Joined:
    Sep 20, 2017
    Posts:
    411
    any ETA for GPU Lightmapper?
     
Thread Status:
Not open for further replies.