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Discussion in 'General Discussion' started by Thrawn75, Apr 24, 2015.
EDITED: Just the reminder to amazing Unity team. Thank you guys!
So everybody else in the forums might know what SSSR means. But I don't. A brief description will help.
It's a weird campaign, you got anyone from Unity on board?
SSRR makes your scenes look gorgeous with minor effort - adding realtime reflections to every object according to their physical properties. It's an image effect you add to your camera.
There've been some approaches on the AssetStore, but currently there's no solution compatible with Unity 5 and forward path rendering. We need a complete solution.
Ahh, more shinny graphics stuff. Not something that interests me. But best of luck with the campaign.
Spend $1k to not-unity to encurage unity to ship the engine with an included SSR effect, as they already announced doing just that?
What do you need the 1000$ for, then?
Raising money does not guarantee anything. What happens when you succeed but Unity don't want your money or still don't want to develop an integrated SSRR solution?
Why not use Unity Feedback instead?
This is just a funny gesture to Unity guys and a reminder about the SSRR feature. I'm sure they have tons of features in their backlog. The idea is to send them pizza, not money!
You can send them pizza without money... just order some to their address, recipient pays.
What exactly is the purpose of this thread? Unity is officially working on SSR!
I think it's a joke
He's been spreading this thread on other SSR asset threads, so i think he's being serious
Making petitions won't make the SSR come faster...
They are already working on it, so you just need to wait for it.
If you can't wait, there are a few SSR assets on the asset store, and there is a free SSR asset available too that works in Unity5: http://forum.unity3d.com/threads/kode80ssr-free-screen-space-reflections-component.313404/
Although if you want to keep Unity in pizza, just keep buying Unity pro & making awesome games
I'm not sure Unity would legally be able to accept money for pizza, I don't know how that sort of thing works!
they already mentioned that will be done in unity 5.2 cycle
I will buy Unity3D when they have integrated SSR , not untill !
They said SSR perhaps will be included in 5.2 -- but I fear they will delay it due to IL2CPP and WebGL and other cloud services.
So it's important to vote - cast yours here:
There's zero overlap between the people working on SSR and the people working on IL2CPP/WebGL/cloud stuff. If SSR is not in 5.2, it will be because it's not ready yet, not because it got 'bumped' for other features.
You don't need to buy it though?
I wish we could at least taste it in a forthcoming beta.
Until Unity adds official support for SSR, why not using Assets like kode80SSR (which is free) or Plawius SSR?
Because neither supports forward rendering path. Candela is great but it's not ready for Unity 5.
I have tested Kode80ssr but it gives artefacts on TGA mask! I need clean TGA mask! I will buy Unity3d because I will have costumers that need SSR! Until then I have no use of Unity!
I want you to know I would accept free pizza. But no cheese please. I'm lactose intolerant.
Forward rendering is imo a bit doomed in the long term, but so is deferred. Deferred will allow for a lot more interesting performance gains like SSR and Deferred Decals without the peformance hit from them in forward. In short, Deferred exists because it's the only sane option for higher quality rendering at decent framerates.
As far as I know there aren't any AAA titles which are forward rendered exclusively in the last year or 2.
Hmmm... so what is the alternative to deferred rendering?
Just out of curiosity - where do you (or anyone else wanting to reply) see the future in rendering paths?
Since forward and deferred all have their own drawbacks and problems to overcome and also don't always mix that well together. Is there something new on the horizon or are we stuck with those two in the foreseeable future?
What is Unreal using, BTW? I have to admit I still did not have time to look at UE4 in much detail.
Is Unreal doing something fundamentally different in that regard?
As long as I can get high quality and performance antialias, I can go with deferred or whatever any other method.
Is this possible currently with deferred?
Please mind that my project is about visualisation quality. I need for instance high quality and sharp lines. I've achieved this using forward rendering and x4 or x8 antialias. But with deferred, can I get the same results with the same framerate?
Yep that's coming. Unity is working on some awesome antialiasing and SSR for 5, so it shouldn't be too long coming.
They seem to only use Deferred Rendering/Shading at the moment.
Will it fix these white dot artifacts?
Otherwise it ain't awesome.
Yes it'll fix the jagged artefacts.. There is one down side to Temporal AA, it has a habit of making things slightly blurry..
But on the whole is much better than FXAA etc.
Classic Deffered will be doomed either due to increase of screen res. This rendering rely too much on RT. Actually there is some research on fix this and solution is mix deffered and forward rendering like forward+, tiled forward and tiled deffered etc.
CryEngine's been doing that for ages and TDR is what UE4 and Frostbite uses.. FR+ attached to the tile structure seems interesting..
Probably the best way to go.
If you really want SSR and are willing to pay a performance penalty I'd recommend: https://github.com/kode80/kode80SSR
It certainly makes scenes look dandy even when your textures are low resolution, that's for sure.
Here is an example: http://i.gyazo.com/cced678b875d099db39b2f656266a8e0.mp4
My guess is that Unity Feedback doesn't actually work and most voted suggestion isn't implemented despite being asked for for years!
I'm pretty sure they just ignore the feedback section. It's to keep users quiet thinking they listened.
I asked these questions 2 months ago ... and it was before the main post was edited.
In context Unity Feedback made more sense.
No, we look at it. Low-voted items are just usually much, much faster to implement, as well as often being things that we'd already put in our plans anyway because they're good ideas.
Since Kode80's implementation is there already, I think I should post another great one as well:
Between the two, Unity has two awesome free SSR solutions already. Not sure why people are so up in arms about it.
Possibly because Unity is in a position to provide a more efficient solution, among other things, and additionally may be able to tackle the problems such as transparent objects not being reflected due to how transparent objects are supposedly rendered, from what I read Kobe80 saying.
Maybe. Did you check out the solution I linked? It's efficient. What do you want from SSR exactly?
Nah. It's an issue with SSR in general (and all depth based techniques).
Read the thread. All those solutions solve the need with limitations (no gamma color space or forward rendering path) and probably will break horribly with newer versions of Unity (which has occured), not saying it needs to be efficient has hell. We want it to be part of Unity.
I'm very confused. Did you visit my link? That plays nicely with Unity 5, is very efficient and looks great. I believe it also works with gamma.
And about SSR working with forward (in an efficient manner) is kind of impossible. So even a Unity made one will have that problem.
So again. Yes, Unity built in SSR would be nice but:
1) they said they are working on it (multiple times) and for a while now.
2) there are already not one, but two, free, pretty awesome, SSR solutions. So if you need one today, you have it.
But no, obviously we need a thread demanding they add it to Unity now.
Candela SSRR supported forward rendering path so it's not impossible to do.
I'm glad the others work for you.
Hi thanks for the link, but this one docent work on close up and only with sharp camera angle and it´s not so visible, I want it to work with any camera angle, like code80ssr!
Unity have to make a good solution with SSR, otherwise Unity will never rich the sky of AAA games!
Not really true... AAA quality is determined by Props/Assets in great quality. If you're using pretty ugly-looking Assets, Shaders and Post Processing effects won't help you much. They are just the cherry on top.
I would like to try Candela 1.03, but it seems that you can´t trust that developer! I want to buy it, but he never anwser my questions back only the first time! Maybe he has taken a long holiday from everything!
It´s too bad!
If you want refections on complicated models in realtime with high quality, what do you do????
I purchased Candela and it worked perfectly on 4.6. It's not compatible with 5. Also it was not suitable for mobile. I'd also like to have some approach to SSR suitable with mobile (perhaps activating lots of tricks and reducing scope/resolution/quality).